Video memory has been exhausted (by 11 total assets presenting in scene)

Im working on an assetpack. For some reason I got a message about textures streaming pool over budget, I raised it a little but then a new message appeared (Video memory has been exhausted 600.000 - 700.000 MB over budget). I kinda know when this message should appear, but I have only 11 assets with textures from 1024 to 8096 (only one). I got no idea why this happened. Maybe something is wrong with my models or textures? (Im using single UV but with separation by materials)

Are you sure you need the 8K texture? In most cases you don’t need anything above 4K, especially not for weapons.
I would suggest increasing the LOD Bias on the 8K textures to cut down their memory.

Thanks, scaling down textures helped.
Anyway is it typical to run over budget with such a small amount of assets?
Previously I encountered this message only with the huge amount of high-quality foliage.

What i call heavy textures, i always run way over budget to a certain point, that’s when you can save you’re work close editor and refresh memory because you’re cache is taken up. I get this issue when placing down too many high poly assets like this



In some cases all the textures for all other models will turn low poly and you’ll need to restart the editor to refresh memory.
So depending on you’re system setup on how much it can handle going over budget it will mark all assets with a warring you’re way over budget and you’ll CTD shortly if you keep placing more assets and changing view modes & running animations.

The default texture pool size isn’t huge and can be increased. You might also want to look into virtual textures.

Also make sure the textures you’re using have the right compression settings and are powers of 2. You can also set a maximum texture resolution on the texture itself.

Yep none which i have done here, these images are just straight ports with no settings added in a blank new project. Increasing the default pool size is a good option.

You can set allowable texture sizes in the project settings for low, med and high, change each resolution level but warning this can cause crashes and system instability running projects using 8k and changing lower settings to the next setting higher.
Most projects won’t use 8k and the size of the textures themselves and renders they produce are costly, textures need to be produced for that higher resolution as just throwing lower textures into 8k won’t make a difference.

To put into perspective an 8k texture would be a full scale human size picture on a large screen, 16k and up to eyemax settings we are talking building sized images you don’t need to render these no one uses this size screen at home. Those sizes are more for making Billboards or projecting images onto building using lights the files are large and costly to store and to render them takes forever or heaps of memory and GPU power.

You’d need to compress them properly to have them run smoothly.

Imagine having you’re OS resolution to 16k you’d never see the UI or text, you’d require older resolution U.I to scale down to like you require in windows when using higher resolution for larger monitors & T.Vs.

16k & up you’d upload images to satellites so they can beam pictures around the world to large screens for movie theatres or projectors or whatever venues capable of streaming an image of that size to it’s full quality and scale.

4k, 30 minute dirty pic is on average 2 to 6 gb file size 16k would cost you a bomb in storage unless you had some super compression that you can view the files without opening it and having the system cache it.

In all seriousness how would you render textures for models using 16k or higher, have A.I composite the materials & textures for the resolution because getting quality right for that scale could be an issue if you were to manually paint it.

Yea, it makes sense. I definitely made a mistake when applied 2k texture on the reflector sight. But still I was very surprised that a bunch of low poly assets and 4k textures (it runs over budget even without 8k) make engine go over budget. Reloading the project kinda helped.
Thanks everyone for your help.