Hello and welcome to the channel! My name is Anuj. I am a Video Game Developer. I have set up this channel to show other aspiring game developers my process of game development over various personal projects. I hope that my videos will help others in any way at all.
Consider joining the discord channel to have discussions with the community and me. See you there!! :)
For the exportation, it will works also ? I mean with my game, when I want to change the quality of the graphics, some textures become black, and I need each time to relaunch the level to get the final result ! By the way, some of my players had a problem with poor machine, textures, even in high quality stay blur ! what the problem comes from ? not enough memory ?? do I need reduce the dimension of my textures ?... big thanks....
i have 24gb (8+8+8gb) i had a faulty ram so it was 24gb and not 32, with ryzen 5600x, rtx 3060 12gb gigabyte gpu with 2 fans, and liwuid cooling for cpu, what pool size should i use
if you modify your engine/Config/BaseXXX.ini setting it will apply to all your project... it should be a better idea to modify/add an override in yourProject/Config/DefaultXXX.ini replace XXX by setting, ex: BaseScalability.ini => DefaultScalability.ini just put "[TextureQuality@2] r.Streaming.PoolSize=1500" to override base default engine settings for your project leaving default of the engine
May I ask if the set 5000 refers to the memory capacity? Because I will set this, it is my colleague who said that the quality of my pictures is too high, and the computer of the other party shows that the memory is crashed after packaging.
I'm trying to adjust texture streaming pool/maxtempmemoryallowed for an existing game with upscaled texture mods (that had bad texture streaming issues leading to stutters). Is there a way to figure out what texture pool size is needed by the game? Currently doing by trial and error - and where I'm having success in one level, on other levels it hitches or causes fps drops. I'm able to access the ingame console to change r.xxxxxxx values and create INI file to load settings at start, but there isn't any "over budget warning" as it's an existing game. Would be awesome if you can help :)
Currently making a game level with no uv, no low poly and no baking for UE5, this is only on static mesh but hell it saving me months of tedious work! I paint my model in 3d coat since it is the best vertex painting software out there and you can even use stencils for detailing.
n1knarf's statement (Your pinned comment) is compeletely incorrect. The Streaming pool is using video memory, not system RAM. No one has 16GB of graphics memory yet (the 3080 has 12GB, 3090 will have 24). Keep in mind Unreal 4 launched with the PS4/Xbox One and the memory size was appropriate for that generation of consoles. If you're using the engine in 2022, then 77% of all users on Steam have more than 2GB of memory on their GPU and 74% have 4GB or more. As a baseline, a GTX 1080 has about 8GB of VRAM. An ipad 8 by comparison has 3GB of VRAM. Setting your Texture memory pool to 3GB is fine if you're targeting desktop/console. Also, increasing the streaming pool doesn't immediately mean the game requires 3GB of GPU memory, it just means the streaming pool (for texture LODs called Mip Maps) will be up to 3GB before it can't load any more into memory i.e. before textures will become blurry. You're setting your max limit for textures loaded into memory at once.