What is the impact of choosing unlimited texture streaming pool size?

Hello,

I’m having a range of very strange issues with texture streaming. I’ve posted these as questions to answerhub but unfortunately there hasn’t been any answers:
https://answers.unrealengine.com/que…2964/view.html
https://answers.unrealengine.com/que…3547/view.html

I’ve been trying to troubleshoot this for a week (I’m understating the effort I’ve gone to understand/solve this issue) and haven’t been able to find anything that fixes it while using a texture streaming poolsize.

The only way that I’ve been able to solve is was by setting Texture Streaming to Unlimited (r.Streaming.PoolSize 0) -

However, I have no idea what impact setting ‘unlimited texture streaming’ has on the game and its performance. Is someone able to shed some light on this for me?

Its really important that the game performs well, so I don’t want to set unlimited texture streaming without fully understanding what it means.

Thanks in advance.

@krishcrush_ I wouldn’t recommend it. Basically you’ll make your game run like a slug on all platforms. If you’re getting the texture pool over size message, you’re basically using too many / too detailed textures.

I’ll take a look at these posts, maybe I can say something constructive.

@krishcrush_ I see a lot of people with this problem. They have all maxed out on textures before packaging the game. Real answer is sort your textures out, then package.

But, the only person I see who is happy without doing this is:

https://forums.unrealengine.com/development-discussion/rendering/52321-texture-terrain-quality-problems-in-the-packaged-build