RAY TRACING GEOMETRY - ALWAYS RESIDENT MEMORY EXCEEDS 50% OF THE BUDGET (243 MiB / 15.999 EiB)
RAY TRACING GEOMETRY - REQUESTED MEMORY OVER BUDGET 247 MiB / 15.999 EiB
The budget value (15.999 EiB = 2^64 bytes) is clearly corrupted. My actual RT memory is only ~250 MiB on an RTX 5080 16GB (driver 610.62), so nothing is really over budget.
What I already tried:
r.RayTracing.ResidentGeometryMemoryPoolSizeInMB=4096 — confirmed applied via console, but the displayed budget never changes (also tested live with 8192)
r.RayTracing.Debug.GeometryMemoryPool.AlwaysResidentWarningPercentage — changes the % in the message but the warning fires even at 0
Ray Tracing Proxies enabled, Reference Based Residency = true
Verified in the log that UE uses the RTX 5080 (adapter 0), not the iGPU
Looks like the budget underflows internally (negative as signed int64), so the warnings always trigger. Anyone else seeing this in 5.8? Any known fix?
First thing I would check, just to rule out a general engine conflict: Create a quick, empty project in 5.8, enable Hardware Ray Tracing, and add a few elements to the scene, to check if the warning also happens here, or if it’s only tied to your main project.
If the problem happens in a clean project, then I would suggest an engine reinstall, or even testing nVidia’s Developer drivers, instead of the latest Studio version.
On the other hand, if the issue is isolated to your project, then I would test by temporarily disabling Nanite on any affected meshes. Nanite terrain and instanced meshes can affect acceleration, and trigger the warning you are seeing.
If the warning remains even without Nanite, then try manually increasing the memory pool, with the following cmdlet:
I have the same issue, see (going by Google) Epic’s done it again. This is a new default level, the Lvl_Thirdperson default
In Unreal Engine 5.8, this specific error is frequently caused by a UI display bug where the geometry budget misreports a massive or corrupted value. However, if your scene is genuinely exceeding VRAM, it is generally tied to non-Nanite high-poly assets or missing ray tracing proxies.