# Warning: r.RenderTargetPoolMin exceeded 432/400 MB

**URL:** <https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752>\
**Category:** Platform & Builds\
**Tags:** rendertarget, bug, output-log, unreal-engine, memory, question\
**Created:** [April 20, 2015, 8:50pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752 "2015-04-20T20:50:13Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [April 20, 2015, 8:50pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/1 "2015-04-20T20:50:13Z")

</div>

Every time I do anything (click anywhere in the content browser, compile a BP, click anywhere in a BP Graph) I get the message

“LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 432/400 MB (ok in editor, bad on fixed memory platform)”

in the Output log (which I always have opened on my third monitor).

I have no idea what this means, but it’s annoying.

---

<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [April 20, 2015, 9:18pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/2 "2015-04-20T21:18:16Z")

</div>

Hello -

Recently we lowered the level from warning to something lower. It’s just good to know that the pool size is exceeding and it might cause minor stalls and a lot of video memory. You can run “vis” in the Output log to see what is allocated (Might be the screen resolution or many ReflectionCaptureActors). With “r.RenderTargetPoolMin=500” in the consolevariables.ini (or in console "r.RenderTargetPoolMin 500 ") you could prevent the printout.

Thank You

Eric Ketchum

---

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [April 20, 2015, 9:23pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/3 "2015-04-20T21:23:26Z")

</div>

Thanks! But if I run “vis”, it says only 100/400MB is allocated (and directly after the vis output I get the warning mentioned above again).  
I don’t use any ReflectionCaptureActors and the Screen Resolution in the Editor is not really high, I have a 1080p screen.  
I have one SceneCapture2D in my Level which renders to a RenderTarget2D with a resolution of 2048x2048, but this (hopefully) does not allocate 432MB of VRAM!

---

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [April 20, 2015, 9:25pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/4 "2015-04-20T21:25:24Z")

</div>

This is the output I get from “vis”:

link text

---

<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [April 21, 2015, 1:20pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/5 "2015-04-21T13:20:08Z")

</div>

Hi -

No that one screen capture should not, can I ask what video card and driver you are running currently? Also, does resetting the r.RenderTargetPoolMin to 500 still produce the warning in your logs?

Thank You

Eric Ketchum

---

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [April 21, 2015, 3:10pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/6 "2015-04-21T15:10:37Z")

</div>

I have a AMD Radeon HD 7850 with Catalyst 14.4 driver. I know it’s one year old, but the newer versions are not compatible with some software.

After setting the r.RenderTargetPoolMin to 500 I don’t get the warnings in the log.

---

<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [April 21, 2015, 5:09pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/7 "2015-04-21T17:09:32Z")

</div>

Hi John -

Instead of just the “vis” command, try using the “visRT” command, a window should pop up and see if the total there is at 432. visRT breaks down all render targets in the engine currently running.

Let me know -

Eric Ketchum

---

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [April 21, 2015, 8:59pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/8 "2015-04-21T20:59:39Z")

</div>

Thanks!

With visRT I indeed see all the RenderTargets and it says 408MB allocated… It seems the translucent Water Material from the Epic Water Examples is using a lot of RAM.

[http://puu.sh/hm87N/0443384758.png](http://puu.sh/hm87N/0443384758.png)

[http://puu.sh/hm86j/860b489067.png](http://puu.sh/hm86j/860b489067.png)

btw, if I click on one of the names on top, for example “size”, the engine crashes.

---

<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [April 22, 2015, 4:25pm UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/9 "2015-04-22T16:25:10Z")

</div>

Hi John -

Thank you for the report of the crash. I have entered a report, UE-14237, for reference, and will let you know as soon as we have a successful fix for the issue.

Thank You Again -

Eric Ketchum

---

<div class="post-metadata">

**Author:** ![vodkins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vodkins](https://forums.unrealengine.com/u/vodkins)\
**Post date:** [April 22, 2016, 11:41am UTC](https://forums.unrealengine.com/t/warning-r-rendertargetpoolmin-exceeded-432-400-mb/315752/10 "2016-04-22T11:41:01Z")

</div>

Got the same error message this day. It appears every time when i exit PIE or Standalone play. Its too strange, because i didn’t added any real actors content to the levels at all - i am currently only working with Blueprints (for creating Menus). The only visuals i have added - clickable boxes and their texts for menus. But even yesterday that error was not present. What i did today is just began a new menu for Options/Setting (actually duplicated my previously created Main Menu).
