We get a crash when converting our textures to VT. The crash follows an assert “Failed to acquire space for VT”
After taking a look I see that we exceed the 16 possible VT space configurations. We use 8 slots for textures which use 32bit page table, 8 slots for textures which use 16bit page table, and at least 2 private spaces for runtime virtual texture (height and color)
I can see that we can force 16 bit pagetables for all textures by setting r.VT.SplitPhysicalPoolSize. But it’s not clear to me what the consequences of doing so are. Is there more documentation on how to manage the VT pools, settings, and how to organize content to avoid this error?