Some textures don't stream high res mips in cooked build

Hey folks!

Since upgrading to UE 5.7, we have an issue in our cooked builds where some streaming textures will simply refuse to stream in higher mip levels and appear extremely blurry. (See attached streaming_textures.jpg for an example along with current streaming pool stats). It seems to always consistently affect the same objects/textures, but so far I can’t make out any special settings on those that would set them apart from the working ones.

As far as I can tell from the stats, we’re not hitting any limits here and the higher mip levels should be streamed in. Increasing the size of the streaming texture pool via r.Streaming.PoolSize did not show any changes, so I’m relatively certain that is not the issue. Setting r.TextureStreaming=0 or r.Streaming.FullyLoadUsedTextures=1 does force the higher mips to be loaded and will look correct (see no_streaming_textures.jpg), so they do at least seem to be included in the build.

The same issue is *not* present during PIE (streaming_textures_pie.jpg).

Do you have any advice for us on how to debug this? Is there some way to figure out which mip levels are being requested for a specific texture/material and why?

Thanks in advance,

Dave

streaming_textures.jpg(2.2 MB)
streaming_textures_pie.jpg(2.39 MB)
no_streaming_textures.jpg(2.22 MB)

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into this texture streaming issue for you.

Hi David,

This ticket was escalated up the chain, so I am going to help you out from here. There have been other reports about texture streaming issues recently, so I want to check if yours is related. For reference, this is one of the cases: [Content removed]

  1. Are you using Packed Level Instance Actors in your title?
  2. Do you see any inconsistencies at the texture mip boundaries (enable VT texture borders with r.VT.Borders=1)
  3. If you can identify a specific texture that is not being streamed correctly, can you run InvestigateTexture on this texture and paste the output here?
  4. Can you also post any virtual texture-related configuration flags from your project here?
    1. r.VT.MaxUploadsPerFrame
    2. r.VT.MaxUploadsPerFrame.Streaming
    3. r.VT.MaxReleasedPerFrame
    4. r.VT.PageFreeThreshold

Please let me know if anything is unclear.

Cheers,

Tim

Hey Tim, thanks for the reply!

So we actually just managed to find the culprit a couple of minutes ago. It turns out that this was caused by the FastGeo streaming and all we had to do was to set s.StreamableAssets.UseSimpleStreamableAssetManager=1 as described in [this [Content removed]

Hi David, thanks for letting me know, and I am glad to hear that the fix works for you! I am going to check with the other licensee if they are using FastGeo as well. With that, I would consider this case closed.