I am encountering the error “Texture streaming pool over budget” and quite confident the culprit is a pawn.
The rendering in the pawn viewport looks fine, but in the level it looks like it’s multiplying itself.
Unfortunately, I cannot figure out why this is happening as the pawn only has a particle system and four materials. Spring Arm with Camera also attached.
Running “Stat Streaming” confirms that NonStreaming MIPS is at 203%.
Any tips on troubleshooting would be much appreciated.
This is a classic error which is related to how long you’ve been running the editor more than anything else, in conjunction with looking at a lot of textures.
Just use the console command: r.Streaming.PoolSize 3000
Even after a restart, when I load this level the NonStreaming MIPS is over 200% and the pawn still isn’t rendering properly.
First image is pawn viewport rendering. Looks as it should.
Second image is in level viewport rendering and also when playing. As if it has multiple copies of itself overlaid.
Third image is when the pawn is in motion, it’s really getting blurred instead of staying clear and sharp as seen in the pawn viewport.
I think you have a variety of problem there. The texture is only loaded once, even if you have 400 pawns in the level, so it just must be a very heavy texture.
The layering and strange movement will be your code
I know this is an old thread, but I think it is important to provide my two cents on this, because it’s an issue that is common but is surrounded by lots of misinformation.
Firstly, using the command r.streaming.poolsize to just increase you Streaming Pool size is not a good solution in most cases. It’s the performance equivalent of sweeping the issue under the rug and pretending it doesn’t exist.
Unreal is trying to tell you that too much texture memory is being utilized, and this can cause further issues down the line, such as long load times, poor performance by occupying memory needed by other systems, and even crashing if it gets bad enough.
What causes this is having too many textures (Usually large ones) loaded in memory at any given time. If you’re using lots different 4k maps for example, and none of them are LODded, or you’re not managing the pool of loaded textures this is a very easy way for this issue to spring up.
It’s not a fun issue to manage, but there are lots of small ways of doing it:
Use lower resolution textures where possible, or configure their LODs to be lower.
Ensure that Actors in your scene aren’t needlessly loading huge numbers of different textures, by making sure you are limiting your use of unique materials that use different textures.
To some extent your packaged game will manage the pool better in the executable than in the editor. But it’s important not to ignore this issue when it comes up, especially if it is soon after opening your project.
clockworkocean I understand that this command solves the problem with the alert message, but what I really need is more general guidance on what you can put in the project, because we usually include free assets from the store, but I, for example, don’t have any notion about the size of the file, texture or material and in what dimension it impacts the performance of the world I am trying to create. In fact, I don’t even know if it’s better to start creating the world and adding textures, I just want to learn, I’ve already watched the basic tutorials, but I don’t know how to choose the next step. So I added everything I could from the store and I’m adding it little by little to the project and seeing what happens and if I can work with it, but the first asset that I find interesting and I add is already a problem in a level model. I’m a little lost now.