finally, a video that actually explains what and why to do it instead of the r.streaming code which doesnt actually resolve your problem, it just makes it go away for a while
The best tutorial on Unreal Engine texture streaming by far. Other videos on this topic had a lack of explanation or only applied the band-aid technique of console commands. Thanks Valerian for creating this video and properly explaining.
Thanks, this helped me a lot! Hey guys if you get the window in grey when use the "bulk edit via property matrix", just click on "Grid" and "Display". That maybe delay like 5 seg before turn White.
This is by far the most comprehensive video on the Streaming Pool matter on YT. Also, it actually deals with solving the issue rather than covering dirt under the rug by making the SPool bigger. One question - you mention basic maps such as Diffuse/Base Colour, Normal and Roughness - what about the other maps which come when uploading assets with materials? i.e. Albedo, AO, Displacement etc - should these also be made 512? many thanks!
Thank you :) it all depends on your use case and the proximity of the camera to the textures. If it’s a secondary/background asset with no close ups you can get away with low resolution, basically optimize the texture sizes based on distance/importance
I dont know how they call you at home, but i think they should call you GOD! I have 128GB RAM, my RTX 4070 and a R7 5800X3D and i keep getting that thing, im barrelly makign a small map with a forest in the middle and an appartment inside a building in front, and i kept getting that message, even tho i sometimes still see it. the movement is now fluid and smooth. it was stutering so bad i had to put "UNLIT" mode to model easier. Thanks for this man!
Great video, thanks ! What is still lacking in general, is for the very advanced user, the question "yes, but WHAT parameter value are used by big studio and game industry" !? What streaming pool value are used by gaming industry ?
I'm a Unity dev switching to Unreal, and this is exactly what I was looking for, but it's way easier to do in Unreal (if you know how). Greatly appreciated.
For anyone wondering when you add anything from Quixel bridge these are what their quality settings equal Low: Typically 512x512 or 1024x1024 Medium: Generally 2048x2048 High: Often 4096x4096 Highest: Usually 8192x8192 So you can import them correctly the first time.
thanks so much for this great info. I felt totally overwhelmed how to deal with texture sizes and was thinking about how I would resize them one by one manually and so on. Feeling better now that I know how to handle it efficiently :)
FINALLY, not a jocke, i watched over 20 videos on the subject and Dude, are perople really that devided now a days, theres sooooo many ignorats out there thinking they know stuff, how sad is that, can we start prioratizing humbleness over power people, but like yesterday Valeran ur the Man, Man Thanik you for this
Thanks , you fixed my problem with animation. Before it needs 112GB (8K ) & now only 34GB ( 2& 4K ) . I don't see any difference in quality between frames But UE doesn't crash anymore . Cheers 🍻🍻
Hey guys here's a quick cheetsheet for you, showing how easy it is to hit the default limit of 1000mb, based on how many times your texture size is used in the map 512x512: 1000 textures 1024x1024: 250 textures 2048x2048: 62 textures 4096x4096: 15 textures (YIKES!!)
Excellente vidéo! I'm certain this as helped a lot of people, as it did for me. Still have a follow-up question though: when checking stat.streaming, the streaming pool is still using 100% of the allocated memory (in my case, 1200g). Is this a sign of additionnal optimization needed, or is increase the streaming pool is a viable a solution? If so, how much is too much? Even setting it to uncapped yields 100% usage
Okay, but the texture sizes can be defined within the quality settings per platform and by setting the quality configurations accordingly: Low, Medium, High, Epic. Defining the sizes there without having to touch the texture compression settings directly in the files, as this is the least recommended option to solve the problem. From what I understand, when starting, the editor can run with 1GB of space for textures, but over time, this space gets exhausted and is not released. Is there any other performance setting that we are not considering?
Does anyone have a problem where Unreal shows 100% memory used for texture streaming pool no matter what? (shows in console command "stat streaming") Even when I run a blank level. I have a high-end PC with a 4090. All my levels play smoothly, no problem, whether VR or not, but the stat display always shows texture pool memory maxed out, even with just a simple floor with 2k texture, and pool set to 6000MB. No red message ever. Weird!
I love you!! Thank you! Just one question. If I have nanite enabled on everything, will this frick my nanite up or is there something I don't understand about nanite? short: can I do this if I want nanite on?
I haven’t encountered any problems with nanite while limiting texture resolutions and I don’t see what problem it could create. And it’s very easy to go back to the original texture resolutions as well if it’s somehow buggy. However the docs recommend to use Virtual Textures with nanite, which is kind of the same concept as nanite but for textures. I don’t have much experience with these yet but I’m planning to look more into it, will make a video on it if I find interesting things about VTs/RVTs !
@@VLRN_ oooh I didn't know about the Virtual Textures. now I wonder if megascans use virtual textures as soon as I enable nanite on them or if I have to go back and enable that too on every single one somehow. Please do make a video on VTs/RVTs whenever you feel like it. I'll watch it when it's out! Thanks for answering so fast!
@@LiMaking no, nanite does not necessarily mean virtual textures so you have to enable it (first in project settings then on your textures, and swap color/normal inputs in the material to virtual color/virtual normal). I tried it and it seems to work alright but there are some bugs, especially one where it will enable VT on other projects of the same engine version ??? So weird. Need to test more before a video on it though
Amazing! Merci à toi :) I was wondering: even if you limit the maximum resolution of a texture, you will still need to resize the actual texture down the line to reduce the size of your project right? Do you know if there is an easy way to do it fast in-engine? Merci encore, j'ai acheté IA Scatter suite à tes conseils et ça m'a vraiment aidé.
Hehe merci! No I need to get more info on that because my projects need to be cleaned up, and I have no idea about the process when finalizing a game. Will probably make a video on it at some point. And happy to help! À bientôt ;)
I'm not sure about "Max Resolution", but if it works kinda the same as "LOD Bias" on a texture, when you package/cook your project, it will produce a file that is the size of the maximum resolution USED, so no need to manually do anything to save space. You can look up "LOD bias" pretty easily, but to sum it up, lets say you have a 4k texture at default bias = 0. If you set the level to 1, it will half the texture size (2048). Set it to level 2 It will half it again (1024) and so on. You can access LOD Bias by editing a texture or in the bulk matrix (shown in the video, right section under "Level of Detail")
Thanks for the video. I have a question... in my statistics I cant seem to find a solution becuase I've optimized almost all of my textures in the level. The problem is when I go to the 'stat streaming' command I notice that 'StreamingPool', NonStreamingMips, and required pool are each at approximately 3000MB. I remain over my pool size unless i change r.streaming.poolsize to 6500 MB... but that is too much since Im using a RTX 2070 Super with 8GB VRAM. Any Ideas whats causing this huge usage? Thanks for the help!
Choose less textures at once. It crashes on selecting everything. I selected 20 texture files in 1 folder and it didn't crash. After you have given the max. resolution like 2048, click Enter and then it either crashes or the window goes greyed out for a while during the process. If you see the progress bar on the down right to finish, remember to "Save All" and you should be good to go to the next files. After that you might still see files that are over your max. resolution. I guess UE 5.3.2. keeps the original resolution but uses the given max. resolution.
İ have a question. i ve this Streaming texture issue too. But also when i start to render the textures on my assets replacing with each other like if i have marble for kithcen it replacing with the sofa or TV and etc. This problem also depends on the Streaming texture issue or something else ? Thank you. Waiting a solution
Never heard of this problem, check that your materials are correctly assigned to each object and maybe try migrating your project to the latest UE version (5.3) ?
finally, a video that actually explains what and why to do it instead of the r.streaming code which doesnt actually resolve your problem, it just makes it go away for a while
man... i wish all tutorials could be as usefull and straight to the point as this one. THANKS!
Thank you, appreciate it! 😊
The best tutorial on Unreal Engine texture streaming by far.
Other videos on this topic had a lack of explanation or only applied the band-aid technique of console commands. Thanks Valerian for creating this video and properly explaining.
Thank you !! That was my intention, I was also very frustrated by other videos on the subject
Thanks, this helped me a lot!
Hey guys if you get the window in grey when use the "bulk edit via property matrix", just click on "Grid" and "Display". That maybe delay like 5 seg before turn White.
This is by far the most comprehensive video on the Streaming Pool matter on YT. Also, it actually deals with solving the issue rather than covering dirt under the rug by making the SPool bigger. One question - you mention basic maps such as Diffuse/Base Colour, Normal and Roughness - what about the other maps which come when uploading assets with materials? i.e. Albedo, AO, Displacement etc - should these also be made 512? many thanks!
Thank you :) it all depends on your use case and the proximity of the camera to the textures. If it’s a secondary/background asset with no close ups you can get away with low resolution, basically optimize the texture sizes based on distance/importance
Thank you a lot, I went from 12k mem usage to max 5k, really useful, short and to the point.
Nicely done! On point and more informative than the documention for those of us not getting paid by the hour.
I dont know how they call you at home, but i think they should call you GOD!
I have 128GB RAM, my RTX 4070 and a R7 5800X3D and i keep getting that thing, im barrelly makign a small map with a forest in the middle and an appartment inside a building in front, and i kept getting that message, even tho i sometimes still see it. the movement is now fluid and smooth. it was stutering so bad i had to put "UNLIT" mode to model easier. Thanks for this man!
Great video, thanks !
What is still lacking in general, is for the very advanced user, the question "yes, but WHAT parameter value are used by big studio and game industry" !?
What streaming pool value are used by gaming industry ?
I'm a Unity dev switching to Unreal, and this is exactly what I was looking for, but it's way easier to do in Unreal (if you know how). Greatly appreciated.
Thank you! Just to clarify, we must put '=' before the pool size, like this: r.Streaming.PoolSize=XXXX.
thank you!
For anyone wondering when you add anything from Quixel bridge these are what their quality settings equal
Low: Typically 512x512 or 1024x1024
Medium: Generally 2048x2048
High: Often 4096x4096
Highest: Usually 8192x8192
So you can import them correctly the first time.
thanks so much for this great info. I felt totally overwhelmed how to deal with texture sizes and was thinking about how I would resize them one by one manually and so on. Feeling better now that I know how to handle it efficiently :)
FINALLY,
not a jocke, i watched over 20 videos on the subject and Dude, are perople really that devided now a days, theres sooooo many ignorats out there thinking they know stuff, how sad is that, can we start prioratizing humbleness over power people, but like yesterday
Valeran ur the Man, Man
Thanik you for this
Thanks , you fixed my problem with animation. Before it needs 112GB (8K ) & now only 34GB ( 2& 4K ) . I don't see any difference in quality between frames But UE doesn't crash anymore . Cheers 🍻🍻
This is what I was looking for and much more. Perfect!
thank you for the tutorial. but i couldn't find , "Bulk edit via property matrix" option. I'm currently using version 5.4 of UE5
What a great explanation! Thank you for this. You are a good tutor!
Perfect. Thank you for guiding us
You saved my life, thank you!!!
Clean and concise. Thank you so much!
Thanks this fixed my problem.
Hey guys here's a quick cheetsheet for you, showing how easy it is to hit the default limit of 1000mb, based on how many times your texture size is used in the map
512x512: 1000 textures
1024x1024: 250 textures
2048x2048: 62 textures
4096x4096: 15 textures (YIKES!!)
That's very helpful, thank you so much!
now that's an explanation!
Excellent video!!!
très bon tuto man j'adore 👍
Great tutorial, thanks for the help!
AWESome tutorial.subed
Excellente vidéo! I'm certain this as helped a lot of people, as it did for me.
Still have a follow-up question though: when checking stat.streaming, the streaming pool is still using 100% of the allocated memory (in my case, 1200g). Is this a sign of additionnal optimization needed, or is increase the streaming pool is a viable a solution? If so, how much is too much? Even setting it to uncapped yields 100% usage
helped a bit . thanks .
Okay, but the texture sizes can be defined within the quality settings per platform and by setting the quality configurations accordingly: Low, Medium, High, Epic. Defining the sizes there without having to touch the texture compression settings directly in the files, as this is the least recommended option to solve the problem. From what I understand, when starting, the editor can run with 1GB of space for textures, but over time, this space gets exhausted and is not released. Is there any other performance setting that we are not considering?
Gold!
Great! Thanks! 🙂
What textures are inside of a streaming pool, and which are outside, in the vram
in 5.3 is called "edit selection in property matrix"
Thanks a lot !
Great. After Bulk Edit via Property Matrix my whole textures are lowrez. Options like texture quality have no effect anymore. donno whats wrong...
What res did you set your textures to ? You can always set them back to original res in property matrix, maybe try other resolutions that’s weird
Great video and very usefull, could you do something about 360 image capture and how can I get the eye fish effect in the camera. Thanks a lot man!
thanks so much
thx for ur Tut :)
THANK YOU
cool thank you!
Does anyone have a problem where Unreal shows 100% memory used for texture streaming pool no matter what? (shows in console command "stat streaming") Even when I run a blank level. I have a high-end PC with a 4090. All my levels play smoothly, no problem, whether VR or not, but the stat display always shows texture pool memory maxed out, even with just a simple floor with 2k texture, and pool set to 6000MB. No red message ever. Weird!
thank you
I love you!! Thank you! Just one question. If I have nanite enabled on everything, will this frick my nanite up or is there something I don't understand about nanite? short: can I do this if I want nanite on?
I haven’t encountered any problems with nanite while limiting texture resolutions and I don’t see what problem it could create. And it’s very easy to go back to the original texture resolutions as well if it’s somehow buggy.
However the docs recommend to use Virtual Textures with nanite, which is kind of the same concept as nanite but for textures.
I don’t have much experience with these yet but I’m planning to look more into it, will make a video on it if I find interesting things about VTs/RVTs !
@@VLRN_ oooh I didn't know about the Virtual Textures. now I wonder if megascans use virtual textures as soon as I enable nanite on them or if I have to go back and enable that too on every single one somehow. Please do make a video on VTs/RVTs whenever you feel like it. I'll watch it when it's out! Thanks for answering so fast!
@@LiMaking no, nanite does not necessarily mean virtual textures so you have to enable it (first in project settings then on your textures, and swap color/normal inputs in the material to virtual color/virtual normal). I tried it and it seems to work alright but there are some bugs, especially one where it will enable VT on other projects of the same engine version ??? So weird. Need to test more before a video on it though
@@VLRN_ wow that sounds like a lot. I already have a lot of objects in my scene haha! Thank you so much for teaching me about this!
great info
Brilliant
Amazing! Merci à toi :)
I was wondering: even if you limit the maximum resolution of a texture, you will still need to resize the actual texture down the line to reduce the size of your project right? Do you know if there is an easy way to do it fast in-engine? Merci encore, j'ai acheté IA Scatter suite à tes conseils et ça m'a vraiment aidé.
Hehe merci! No I need to get more info on that because my projects need to be cleaned up, and I have no idea about the process when finalizing a game. Will probably make a video on it at some point.
And happy to help! À bientôt ;)
I'm not sure about "Max Resolution", but if it works kinda the same as "LOD Bias" on a texture, when you package/cook your project, it will produce a file that is the size of the maximum resolution USED, so no need to manually do anything to save space. You can look up "LOD bias" pretty easily, but to sum it up, lets say you have a 4k texture at default bias = 0. If you set the level to 1, it will half the texture size (2048). Set it to level 2 It will half it again (1024) and so on. You can access LOD Bias by editing a texture or in the bulk matrix (shown in the video, right section under "Level of Detail")
Dieu merci j'ai appris le français au lycée
thankyou
Hey, it keeps freezing when changing the maximum texture size, is there a way to fix this?
y'a pas a dire notre accent francais es si reconnaissable hahaha beau boulot en tout cas ;)
Haha grillé ^^
@@VLRN_ j'aurais une petite question stp comment faire pour creer une world partition map depuis une carte importer de heightmap
Thanks for the video. I have a question... in my statistics I cant seem to find a solution becuase I've optimized almost all of my textures in the level. The problem is when I go to the 'stat streaming' command I notice that 'StreamingPool', NonStreamingMips, and required pool are each at approximately 3000MB. I remain over my pool size unless i change r.streaming.poolsize to 6500 MB... but that is too much since Im using a RTX 2070 Super with 8GB VRAM. Any Ideas whats causing this huge usage? Thanks for the help!
amazing
i cant bulk edit it crashes
Choose less textures at once. It crashes on selecting everything. I selected 20 texture files in 1 folder and it didn't crash. After you have given the max. resolution like 2048, click Enter and then it either crashes or the window goes greyed out for a while during the process. If you see the progress bar on the down right to finish, remember to "Save All" and you should be good to go to the next files. After that you might still see files that are over your max. resolution. I guess UE 5.3.2. keeps the original resolution but uses the given max. resolution.
Same issue. I just did this to the megascan textures
Thanks!
I play ark on a 4090 in 4k and the ground textures pop in when i turn rapidly or go to a new area, will increasing pool size improve that?
I am able to get the textures to be set at 2048, but no matter what I do, it either crashes or bluescreens when I try to save. No idea how to fix
same problem, did you find a way to fix this?
@@VatsalKumarB23BB104 nope
i have one question if i render the scene then the quality will automatically increase or we have to change it again manually
Compression as an option is missng for me, any tips?
Show 5.4 "fix" solution , how to really use please
u have to add = before the number, for example r.Streaming.PoolSize=XXXX
🔥🔥
İ have a question. i ve this Streaming texture issue too. But also when i start to render the textures on my assets replacing with each other like if i have marble for kithcen it replacing with the sofa or TV and etc. This problem also depends on the Streaming texture issue or something else ? Thank you. Waiting a solution
Never heard of this problem, check that your materials are correctly assigned to each object and maybe try migrating your project to the latest UE version (5.3) ?
Everytime I change the maximum texture size my project just freezes.
It takes a while to process, try doing small batches like 10 textures, don’t do everything at the same time
Why did this appear after i added a damn widget?
So even after changing the resolution and size of the textures you’ll still get the warning?
Well it depends what max pool size you have and your project, with adjusting the settings and resolutions/sizes you shouldn’t see the message anymore
@@VLRN_ it’s just set at default, I wasn’t sure if lowering the resolution would lower the pool size enough to make it under the warning limit
VRAM overloaded? Laughs in 6700XT. Also. Cries in DLSS and Shadowplay :(
🙏
Maybe helpful, but the background music is completely unnecessary and annoying
Thumbs Down . how do you bring up console commands . If your going to do a Tut do explain everything .
dumb question, does it make a difference using "r.Streaming.PoolSize 2000" vs "r.Streaming.PoolSize=2000"
Really great tut. Thank you!