Presto 423, and MostHost_LA thanks. I’ll look at the things you mentioned and report back. I also need to continue with the UE Intro Tutorial to get into the Optimization and Post Processing, but at this point I was surprised I was seeing this message. And MHLA, no I did not really read this value. I’ll look and see what my textures are pulling.
*8 GB VRAM
I’ve looked online on how to read the texture memory usage in a Unreal Engine and have not found the answer. How do I read texture memory usage for a single texture?
I did find this article about increasing the Texture Streaming pool and in the DefaultEngine.ini file for the project added the verbiage as described. I set it to 4000, but I don’t know what the default is for the engine when there is nothing addressing this in the DefaultEngine.ini file. That message about being over budget has gone away, but note when I first launched the project today, all the rocks and wood were gray, as in no textures, and I am in the process of reassigning textures. Not sure what happened there.
By editing the “DefaultEngine.ini” file, which is located in your project’s Config folder, you can change the “r.Streaming.PoolSize” for both the Unreal and the Cooked versions of your project.
You can open “DefaultEngine.ini” with a text editor (like Notepad), and by adding the following text you can increase the texture streaming pool memory:
[/Script/Engine.RendererSettings]
r.Streaming.PoolSize=VALUE
Where “VALUE” is an integer number, we suggest increasing it to 1000 or more. (but not more than half of your GPU memory)
One other question: when you first start a project and some calculations are going on in the background, is there always a message alerting you to this? I seem to remember shading or compiling messages at some point, and was wondering if this could result in a delay in actually seeing textures applied to assets in the view port?
Thanks!