Any update ? I’m having this kind of issue too on UE5.0.3. My card has 8GB and they get filled extremely fast (chercked in system monitor). I’ve tried lower textures resolution, changing LODs… Even without a single Particle System or 4K texture on screen, it gets bloated !
Does anyone know a way to find what is doing it ?
Hey,
No and some day ago, I even with an empty landscape (tried an empty “open world” map), it told me the streaming pool was full lol.
I lowered the resolutions of all my non-albedo textures and it’s no longer using all VRAM but it’s close and still filling the default streaming pool. Definitely an Editor issue since the game doesn’t have this issue once packaged.
Very odd. I’m running integrated graphics on my Ryzen 7 Mobile and I’ve never, ever seen that before. (I’ve seen texture streaming issues but not that.) Just gonna throw my two cents in, assuming it could be helpful.
There should be a command to suppress all screen messages. I think it’s DisableAllScreenMessages or something. Wouldn’t be a permanent fix though (considering you’d have to re-execute it every time you load the Editor and that it might have other dumb side effects), but there might be a config in one of the Default[Something].ini files that can override the default allocated VRAM kind of like the Texture Streaming issues?
If it’s still running fine even with that message I’m guessing it’s a config value that was messed up for some reason but I know next to nothing about the config files…
Hrm, this is a bit odd. Are you using nanite for landscape(beta) as well? Could you take a quick look at this thread? Might help get you a bit more overhead if you can’t resolve the streaming pains.
I kind of improved the situation by lowering the reflections resolution and removing any shadow from foliage. I’m using the foliage components to spawn hidden imposter shadow casters that use really static (no offset) materials, so no shadowmap regeneration. It seems to have improved the situation, even if sometimes, UE5 decides to bloat in the VRAM. Some days ago, it even told me I exceeded the budget in an empty blank map lol.
It seems to be better now that I lowered reflections resolution for the project. Also, in maps, not using a skylight (here, cheating with a prost-process that adds some color when final image is black at night) frees a lot of memory.
Lumen is sometimes a bit weird. Especially used with Nanite. The memory usage sometimes go crazy and you have to restart UE5.1.1 (version I’m using now but was the same since 5.0) to free it.
Does this memory drop occur in builds as well? There’s been reports of memory spikes with HLODs and landscapes, as well as heavy Nanite + Lumen scenes but all I’ve seen is in editor (which is an inherent data bias because everyone here is a developer but not everyone build tests regularly).
No memory issues in my builds. Just performances issues if I use Nanite on foliage and | or grass. If bushes and trees are not dense enough : forget about it.