Video memory has been exhausted

Hi Nanonancy, I too am using an 8GB Video card (AMD RX580) An if you followed my answer I am no longer having that same issue.

Add r.streaming.poolsize 3600 to your Level Blueprint, also lower the volumetric pool size in your Project Settings from 5000 to 2000. That will take care of it.

Nanonancy; There is more that you need to do. because you have a small video card, lower your desktop and game resolution to 1920x1080 or lower. Although an 8GB can render UHD the frame rate drops mostly because you are low on memory. Optimizing your graphics so that your textures are lower than 4k will also greatly improve and lower the risk of that annoying warning. btw many 8GB video cards also have another issue, One, they do not support Hardware Ray Tracing, and two; they bog down when rendering shadows.

The Nanite feature helps a lot, but some assets freak out with Nanite so test each mesh and view it when working with Nanite. Animations such as auto wind on your trees hog video memory. if you have a weather system, use that for the wind animation instead of the built-in animation of the trees. That improves performance and lowers memory usage. The plus side is that it will look more realistic with the trees moving only when there is wind.

I’m currently having this issue and have tried everything but so far no solutions. Randomly the editor will start consuming 100% of Shared GPU Memory and I can’t figure out why.

I’m using a 5090 because I thought the extra VRAM would help but I don’t think the issue is VRAM even though the error messages and crash logs state “out of video memory”. And when the editor starts freezing and crashes the Dedicated GPU Memory is only around 50-60%. I had the same issues with my 4090 previously.

Also as others have mentioned this never used to happen before. Now it happens constantly. As long as the project is open it will eventually crash. Sometimes around 30 minutes, other times after several hours but always the same crash. So not sure what changed.

I don’t see anything out of the ordinary in the project itself that suddenly starts consuming all the system memory. It does appear to be an issue with the editor itself. Just really frustrating since all I’ve been doing for several weeks now is trying to figure out why my project keeps crashing.

Has anyone figured this out yet?

So far I have not had a crash from lack of Video memory for about 3 months now.

First specs:

i7-7700K cpu (4 Cores, 8 Threads)
Asrock B250M Pro4 Motherboard
64GB Mushkin Silverline DDR4 RAMM
Adata 960 SSD 4TB
12TB HDD (Seagate 5400 with Optane 16GB)
AMD RX580 8GB Video Card
Virtual Video Memory 40GB (8GB Dedicated and 32GB Virtual Page)
Monitor (Amazon Fire TV 50" ok; I’m legally Blind so this works for me)

Page File set to 2x(RAMM) to (4xRAMM)

R.streaming.poolsize changed default to 3600 (bigger projects I up the amount to like 4800 to 6000)

Volumetric in project settings changed from 5000 to 2000

using UE5.5.4 and Voxel 1.2 and this week Voxel 2.0

upgraded Video Card 2 weeks ago to an Intel ARC A770 16GB (Good deal from Amazon.com for $299) Made a big difference.

Yes, I have m.2 nvme modules.

Things that matter is:

Texture Resolution reset them all to less than 8k (4k is still heavy for large projects - try 2k or 1 k)
Landscape size greater than 64x64 is hard on 8GB Video Card

Nanite, reset all meshes to nanite.

Voxel Pro 1.2 does not support nanite for its landscape and you will constantly get a false warning that many non-nanite covering… blah blah blah, Voxel 2.0 does support Nanite for terrain and that message goes away.

The Nanite should be not only your assets meshes but should also include your Character(s) as well.

When you upgrade to a bigger Video Card and more RAMM (Random Access Memory Module) Keep the same practice (optimize whenever possible).

With Voxel 1.2; Create Global thread pool to half the number of Threads your processor has - mine has 8 Threads so I use half of them for the Voxel system, this ups the speed of the Voxel system (default is 2 threads)

When you upgrade to a bigger CPU and motherboard you will have more Threads to work with. Sometimes that yellow crappy message goes away with faster Computations for your system.

UE5 Editor up the Priority to “Above Normal” or “High” in your Task Manager (Details) (DO NOT use “Real Time”) also if you are using Win11 make sure your Editor is NOT using “Efficiency Mode”

Hint: the faster you process the data, less time it sits in your memory so things move out of memory before it fills up and you will not get those out of Video memory errors warnings. You may still be using the same amount of data, but it is moving in and out much faster, so the warning doesn’t trigger as often or not at all.

Using say 10% less meshes on your landscape

Space the grasses a few points further apart and make it a point larger on the xy to fill the gap. will reduce the draw calls meaning less data to the video memory processing.

Reduce Animation wherever you can. like the trees the branches are moving a lot you may find that one its nice but two it’s probably not blowing with the wind. So, turn it off and set it to react only to the wind then add a weather system in to move them (it will call less draw times with this procedure and look more natural.)

Double check all materials for data size the smaller the better for memory but may not be better for looks so balance them for looks and data size.

Hope this helps you.

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Your textures are one heavier than they need to be… reset your texture size from say 8k to 2K

Set R.Streaming.Poolsize to 3600 (Should be good enough) or as high as 6000 (for bigger projects)
Set Volumetric size in project settings to 2000 instead of the default of 5000

you have 8GB of dedicated video ram but only 16GB of Virtual memory added to this.

click on task manager and look at your GPU under the performance tab. if its less than 24GB of total memory reset your Virtual Page file to a bigger size. Search Box =>Adjust Appearance and Performance of Windows =>Advance Tab =>Change and then increase the page pool memory size.

To be honest, your computer is small compared to the needs of UE but you can still work on projects with it. However, the larger the project becomes, the better the equipment you will need.

also, due to limited memory for your system, reduce screen to 1920 x 1080. yeah, an 8GB card can display UHD but it’s very limited at this especially when it comes to games due to the expediential amount of data that comes with the constant refreshing of graphics. if you play Ark or Valheim you will see your frame rate, drop fast in UHD mode… move back to a low resolution and that will assist you on memory usage. Think binary 1x1 = 1, 2x2=4, 4x4=16 8x8=64 so by the time you hit1920x1080 its big, but 3840x2160 the amount of data is much greater, then you throw in the depth of X and that amount of data becomes huge. So, with s small system reduce the data at the start by setting your screen to 1920 x 1080 and that will help.

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I don’t understand what you mean by this part. What exactly did you set your page file size to?
I have a 5090 with 32gb VRAM and it still keeps crashing

More recently within a Fortnite Texture we needed to set a 200GB page file on a spare NVRAM/SSD drive using Directx12

Here is link to Installing a pagefile.sys

The most important action is to untick
Automatically Mananage paging for all drives

All GPU require Texture/Meshes to be of power of 2 to work effectively see post
Power Of 2 Does not work

UE5 does not have the UE Fortnite “Conform Textures” function, which fixes texture errors.

Having a RTX 5090 with 32GB VRAM does not solve this any more than using a RTX 2090 because all this does is add Nvidia CUDA cores.

Lumen and Nanite do not use the extra CUDA cores

Here is link to the official post on Direct X 12 settings
Epic’s GPUlightmass - Development / Rendering - Epic Developer Community Forums

Hmm so how to solve it then? Set the paging file to 3200 - 3200?

yes or 6400 for 64GB page file. Must be on SSD

Hi. This is an old thread, but I just found it, in my case my solution helps.

I had Reflection Capture Actors on the map (old habit, I put them a long time ago). In the case of using Lumen, as I know they are unnecessary, and take up a lot of memory - I deleted all of them and it helped immediately.