So my project constantly crashes because it’s out of 8GB of VRAM, and after i, for research purposes, deleted EVERY SINGLE TEXTURE from the materials it was still like 7/8 GB. How am i supposed to target 4-6 GB players which is huge. Render resource viewer shows a whole bunch of stuff but names don’t tell me anything useful, photo attached. Nanite buffer is always present no matter if i have nanite meshes or don’t. Virtual shadows is the easiest one, i can just turn them down to medium. Other than that it’s impossible to go lower, there is an option on them if i click with the RMB “Browse to asset” which doesn’t do anything. Lumen is disabled. I don’t wanna switch to dx11 because i need nanite, i have a plugin that generates buildings and meshes there are quite heavy without nanite. I was thinking of using memory insights but they don’t work in editor and i don’t have time to build the project.
If you just change the engine scalability, it directly changes the amount of VRAM being used.
I have a 6GB GPU, and can easily run over. Using console command ‘scalability 1 2 or 3’ will do the trick.
not really, shadows free up 0.5 but not anything else. Epic settings shadows low - 8305mb, Low settings - 8199mb. My project features 8km x 8km Landscape and 2 RVT’s for Color and Height but all of these textures are barely 300mb
Scalability hits everything, in one go.
Hi, looks like your landscape takes up around 3.5GB (Weightmap, Heightmap and FLandscapeTexture sounds like landscape). So maybe use a smaller landscape or try to split it up and stream only parts of it.
same as person above. your landscape is taking up too much space. atm i dunno how to chop that and if chunks are able to stream effectively but you should really crunch it.
also… 8k grass texture? is that the ground or the grass blades with opacity? you know in 1080p you will never see more then 1080 pixels vertical?!? a 2k texture is the maximum you need if you get really close, like 1st person crouch in the grass. even then you could use a 1k albedo and use a procedural normal map to get some details on it. for the future you might even wanna dump the opacity and use tesselated nanite geo. since opacity messes with the upcoming raytraced shadow tech. this will release another memory hog, that is vsm.
it’s 8x8 meters area so the same as 1k 1m x 1m area texture