I try to find oplimal LOD settings for the heavy models in my project, but each time I change them in ANY direction - no matter, increase or reduce LODs count - the VRAM consuming increases. Maybe there is some history of those settings that grows each time I change settings? If yes, where is it stored? If no, what to do to at least return to the values that were present before this abnormal growth?
VRAM will gradually increase over time in the editor, and never go down. ( It might stop at about 8GB ). It’s just related to how many meshes and textures you have looked at, in total. Not the current running map.
I think profiling in a standalone game would work better.
But I have restarted the editor and even the computer many times!
And this happens not only in editor, but also in the packaged game. At some point I have catched 8.3 GB VRAM consuming by game, now it has reached 9.5-10.5 and does not go down.
How are you measuring it?
Using FPSMonitor and Task Manager.
Ok, Windows does not understand what the engine is doing.
You need to use the actual engine tools, for example
It will be textures using it up, BTW…
I do not mean explicit reducing of triangles count or texture sizes. I just mean to reduce resources (especially VRAM) consuming for nothing.
But that’s how you reduce VRAM usage, by reducing the number ( or size ) of things that use it…
@ClockworkOcean, I have opened the window mentioned in the video (though I opened Primitive Stats instead of Texture Stats) and detected that adding LODs only increase numbers in it. Is it normal?
Having a lot of LODs could increase VRAM usage, yes. But it’s mainly what I said previously, many objects are only unloaded in a standalone game ( or packaged ).
So, the only way to reduce it is reducing the triangle count in the MAIN meshes? I have opened Texture Stats, too, and textures consume very little VRAM, main amount is for meshes.
I assume it’s the textures. I would try one very high poly mesh, and see if the VRAM goes down…
Yes, it went down, but is reducing triangle count correct for the big and complex game? Won’t the users with modern computers write that the game became to look poor? Where is that balance point, to not make the game consuming abnormal amounts of VRAM in the small screen resolution, and to not significantly worsen game quality? Sorry if my question looks senseless, but I don’t know the criterium that the optimization went too far.
@ClockworkOcean, maybe there are features which are increasing VRAM consuming but necessary very rarely, in very specific cases, and I have enabled them by mistake and can disable them in typical game?
I have no idea, I’m afraid. Everybody has to look at the figures…
@ClockworkOcean, maybe I have to push the edition with all reduced textures and polygons for everyone who have medium computer, and to leave uncropped game only for flagman computers?
You can give the player options in the menus.
@ClockworkOcean, but what do they change if the polygon count remains huge?