UE Basics Thread, Talking, Learning, and Maybe More

Question 11-
Texture Streaming Pool over 162.827 MiB Budget. Ok I just read this article:

I’m still working on a forest scene, and it’s not that big at all at this point, 5 small sections of road maybe 150’ long, and maybe 20 actors consisting of a surface texture and textures to support some rocks, stumps, 1 log, and some sticks. This is not a lot, and I am surprised I am getting a message.

*Yes I have been using 4k textures, should I go to 2k?
*Yes, many of the rocks and plants, I’ve loaded separate textures for each one. I’m looking at consolidating my textures, so all the rocks are basically using the same textures instead of 6 texture sets.

But I have a question about texture load. Is there an extra texture load if a texture is just sitting in a project of only if this textures are displayed in the project? I assume the latter.

Material Instances, does making a separate Instance based on the same master material for each set of textures a bad thing or should I just duplicate an instance or does it matter for instances from a texture streaming perspective? If you want to see an image of this road section take a look at my post on Nov19, it’s the top down view of the road with a green and brown texture on it, minus mesh assets like rocks, logs and sticks.

Any suggestions would be appreciated about the best way to reduce the streaming load. Thanks!