Oh My God, I was changing the textures size for my project one by one, suffering from pool size, i still didn't finish the video and i want to hug you for all the information i got so far, extreeemly helpful
In Unreal Engine 5, in order to "pin" the Maximum Texture Size option in bulk edit property matrix, you'll first need to select the "Display Tab" (there are 3 tabs in the bulk edit matrix), then under "Compression" you'll find the Maximum Texture Size option.
This video is great, i've probably linked it already to 10 people who had problems with their texture budget. I wish Epic would make more short videos which pinpoint a specific topic like this one.
This video is *so* useful beyond just streaming textures -- it's also great advice for texture decisions in general. I watched it a few days ago (from another computer, not logged in) and then lost track of where it is, and literally just spent 30 minutes relocating this exact video because I want to recommend it to someone else. My thanks and compliments for a job well done. (*Now* this vid is in my personal playlist library, never to be misplaced again.)
Thanks a lot. Love this Tips & Tricks Part. This Time the Audio quality is Great, I think you switched your recording device(or the settings). Looking forward for more Unreal Tips and Tricks
This is so useful. I'm just getting my feet wet with Unreal and 3D in general, and I didn't have a handle on how I was using assets within my scenes. I'm definitely over budget with some textures where I don't need to be.
great video but it would have helped if you were using UE5. The location of how to access those statistics and the windows have changed. I'm still confused because I'm having trouble locating the correct tools for UE 5.2
Thank you for this video, it was very informative and useful, already cleared my "Virtual Texture over pool" warning/error. I would love to see more Unreal Engine RUclips content from devs like me (women), it's encouraging! I hope to reach this level of technical talk one day, so very well explained.
Thank you very much for the video, it helped me a lot in this matter.... but I use version 5, and I didn't find some items commented in the video, could you make a video on this subject, but using version 5?.. Thank you!
also the names of textures changed inside the bulk edit to "Default / Normals / Mask" in that order you change the sizes from higher to lower, been Default higher. The name "Bluk Edit selection in property Matrix" also changed, now the "Bulk" word is not there but is the same thing (if you place the mouse cursor on top of that name, the "bulk" will appear again, idk why they did this, but well, gotta adapt to these changes)
add a min/max radius range to "get random navigable point" so we can have more control when getting random points in the nav mesh; we currently only have a max radius so we can't prevent getting zero without having to do all sort of vector math gymnastics
"And this is going to be limited by the video for your target system". Question: So I understand streaming pool should not be higher than the VRAM you have on your own system you are working with, but when you say "target system" in the quote above, are you also saying that the VRAM of the system that will be playing the packaged finished product or game is also going to effect what your max streaming pool size should be? Thanks!
I think it's that way. If you plan to release a game on a console, with 4GB VRAM, your texture streaming pool must not be over 4096MB. Setting the streaming pool to the "desired" amount (target platform) will help to keep that limit in mind and visible. While developing and testing you can set it to your personal limit of course :)
which would be a good amount to increase streaming pool size I use 12 GB Vram (nvidia 3080)? I red going over 2k is too much, im kinda scared of destroying my hardware XD
Where is the streaming texture value stored? I can't find It on "project settings" And most importantly: I can't push it to the repo for my other teammates to use! (Perforce). Thanks you very much for the video
I cant find any of those settings in WINDOW nor can bring up OUTPUT LOG the way she demonstrated for UE 5.1 Can you PLEASE do an updated version for 5.1 since this has been a major issue for 5.1
Can you explain how Stat Streaming and Texture Statistics Memory relate to one another? My 'Streaming Pool' from Stat Streaming is 4-5x larger than my 'Current Memory' Texture Stats... I don't understand how to interpret these.
I'm using Virtual Textures and still finding myself over budget... I thought that was the point, to scale textures according to budget and required texels and whatnot:(
My required pool keeps going from around 8% all the way to 50% seemingly randomly. Whenever I first launch the project its really low then it just balloons to above 50%.
Hi everyone, I´m new with EU5 and I started to have some issue with low FPS no matters if i working on a project or open a new one, always begins in 60 and then turns to 8 fps. I turn off Lumen, Directional Shadow, change Frame rate values and nothing works. I have a Laptop WS65 9TK WORKSTATION I7 10th gen, 32 RAM, Nvidia quadro RTX 3000. Do i need to put some water on the laptop or what? Lol I appreciate any positive feedback.. Tks
So, I'm at the point where I open the property matrix and it's just been sitting here, greyed out for about 15 minutes or more. There's 4407 texture objects so I expected it to take a bit but this seems excessive. I don't see any warning or error messages anywhere. Do I just keep waiting or has it crashed and just not told me yet?
So, prior to loading the Property Matrix my required pool was 546megs. Since the Property Matrix wasn't letting me change anything, I tried to close it. To my surprise it actually closed and I could go back to doing other things. So, I went to turn of the stats overlay but noticed that now, my required pool was over 7GIGS! I wasn't actually able to change anything so why is it so much more now? I just killed and reloaded UE and my required pool is smaller now so I'll just deal with it as is for now. But I'd still like to know what was all happening.
Does ue4 not select the correct texture size based on the size the model/UV occupies of the screen? I thought the further away the object was the small mip it would use?
now the question is. If u have packed 3textures in RGB to save drawcalls how can u keep different resolutions for each channel. And also another question, what resolution detail normals should be?
Texture packing saves memory already, you'll have to test if breaking up the textures and reducing texture resolutions is worth the effort, and if it saves any memory. Detail normal resolution really depends on the camera, the scale, and how sharp the detail is. Personally I think roughness and normal map resolution should take priority over albedo, unless there's sharp details like text in the albedo. You can also reuse, tile, and rescale textures to save memory in certain situations. Really it's a what can you get away with on a case by case basis
hmm.. is there a way to undo/reset the max texture size change? When I changed some values to 1024, important parts of my character did not load right but there's no way to set them back to what they were other than entering 0 to all :'(
My Unreal keeps crashing when I try to bulk update the textures. It gets to about 54% then crashes. Granted I have a lot of textures but this is the first time I've ever had an issue with Unreal like this. Edit: Lol, she literally said trying to save too many textures can cause crashes right after I commented.
Unreal Engine 5.3 is completely different! i can't find any of these options at all! T.T Is there an updated video?? edit: I found it! here is the updated UI, guys!! ruclips.net/video/RyR7nr7x8BY/видео.html
Agreed that it would be very helpful to have this updated for UE5 (especially 5.1). Also would be super helpful if the narrator could please stop using vocal fry, which is not appropriate for these types of instructional videos.
Oh My God, I was changing the textures size for my project one by one, suffering from pool size, i still didn't finish the video and i want to hug you for all the information i got so far, extreeemly helpful
In Unreal Engine 5, in order to "pin" the Maximum Texture Size option in bulk edit property matrix, you'll first need to select the "Display Tab" (there are 3 tabs in the bulk edit matrix), then under "Compression" you'll find the Maximum Texture Size option.
This video is great, i've probably linked it already to 10 people who had problems with their texture budget. I wish Epic would make more short videos which pinpoint a specific topic like this one.
+1 from me to this idea
This video is *so* useful beyond just streaming textures -- it's also great advice for texture decisions in general. I watched it a few days ago (from another computer, not logged in) and then lost track of where it is, and literally just spent 30 minutes relocating this exact video because I want to recommend it to someone else. My thanks and compliments for a job well done. (*Now* this vid is in my personal playlist library, never to be misplaced again.)
Your explanations are impeccable and so easy to follow and understand. Thank you!!
This was incredible, and so well explained. Thank you so much.
wow...
It's 14 minutes long but each minute is filled with useful information.
Amazing video thanks !
It's good to know you can mix the sizes for roughness and albedo textures etcetera. This could help a lot.
Thank you. I learned a lot and turns out is straightforward to do.
This is such a useful video! Please make more and updated videos like this!!
I literally saw this message 0:14 two minutes ago for the first time in the engine and you just uploaded a video about it... excelent service :)
I've tried many different performance related changes in UE5 but this is the only video that has worked for me.
Best information on the subject ever, very good tutorial!
Thank you very much! It's extremely helpful, you deserve billions of likes!!!
wow extremely well explained and easy to understand , and this is extremely part of optimization which many courses ignore , thank you so much
This helped so much, I've been ripping my hair out for 2 days trying to figure out what was going on
This is great explanation, a common issue that is faced when working on Unreal Environments. Thanks a lot!
Such a great video, we need more videos like this...
Damn,, Unreal tutorial are really worth watching, every second of it. Great stuff.
Thanks a lot. Love this Tips & Tricks Part. This Time the Audio quality is Great, I think you switched your recording device(or the settings). Looking forward for more Unreal Tips and Tricks
Unreal Engine 5 Users: 3:33 Tools > Audit > Statistics
Thanks for the presentation, just that I don't remember any showcase of Virtual Textures which was said in the summary in 12:06
This is so useful. I'm just getting my feet wet with Unreal and 3D in general, and I didn't have a handle on how I was using assets within my scenes. I'm definitely over budget with some textures where I don't need to be.
Wonderfully presented and very insightful. Thank you!!!
great video but it would have helped if you were using UE5. The location of how to access those statistics and the windows have changed. I'm still confused because I'm having trouble locating the correct tools for UE 5.2
Agreed! I cant find the statistics window!
Tools>Audit>Statistics
@@mootzartdev Thank you! Been searching for the same thing today :)
Thank you for this video, it was very informative and useful, already cleared my "Virtual Texture over pool" warning/error. I would love to see more Unreal Engine RUclips content from devs like me (women), it's encouraging! I hope to reach this level of technical talk one day, so very well explained.
Thank you very much for the video, it helped me a lot in this matter.... but I use version 5, and I didn't find some items commented in the video, could you make a video on this subject, but using version 5?.. Thank you!
tools=>audit=>statistics
@@romandmitruk4610 MVP ^
also the names of textures changed inside the bulk edit to "Default / Normals / Mask" in that order you change the sizes from higher to lower, been Default higher. The name "Bluk Edit selection in property Matrix" also changed, now the "Bulk" word is not there but is the same thing (if you place the mouse cursor on top of that name, the "bulk" will appear again, idk why they did this, but well, gotta adapt to these changes)
Really useful information! Thanks!
Thank you for making this!!
add a min/max radius range to "get random navigable point" so we can have more control when getting random points in the nav mesh; we currently only have a max radius so we can't prevent getting zero without having to do all sort of vector math gymnastics
oh my, this is so helpful
thank you
This is so helpful omg thank you
Usefull tips. Thank you
wow that's good tutorial, thank you so much!
that helped me a lot, thanks !!! :)
Thanks! i will need this later
This engine is different 🔥
Excellent tutorial! The true way to solve this issue! Thank you!
is there an updated video for ue5.3?
Very helpful. Thanks.
Thank you. Useful
"And this is going to be limited by the video for your target system".
Question: So I understand streaming pool should not be higher than the VRAM you have on your own system you are working with, but when you say "target system" in the quote above, are you also saying that the VRAM of the system that will be playing the packaged finished product or game is also going to effect what your max streaming pool size should be? Thanks!
I think it's that way. If you plan to release a game on a console, with 4GB VRAM, your texture streaming pool must not be over 4096MB. Setting the streaming pool to the "desired" amount (target platform) will help to keep that limit in mind and visible.
While developing and testing you can set it to your personal limit of course :)
Well explained thank you
This is a really well done tutorial! Thank you so much. Would love to see more by this host.
Is it possible to see the Current Texture Size in the Bulk Edit, cuz i can't find it, and it would be very convenient
And knowing you avaliable pool is as easy as knowing your vram? or your system target vram?
In the end you write to use virtual texture, but in your scene none is flagged as virtual texture. I don't understand.
which would be a good amount to increase streaming pool size I use 12 GB Vram (nvidia 3080)? I red going over 2k is too much, im kinda scared of destroying my hardware XD
how to change it from blueprint or should i release two separate games one hd and one is not
Can we change Streaming Pool size in Blueprint? For example, Setting Menu for player?
Where is the streaming texture value stored? I can't find It on "project settings" And most importantly: I can't push it to the repo for my other teammates to use! (Perforce). Thanks you very much for the video
I cant find any of those settings in WINDOW nor can bring up OUTPUT LOG the way she demonstrated for UE 5.1 Can you PLEASE do an updated version for 5.1 since this has been a major issue for 5.1
THANK YOU VERY MUCH. :)
Which value should I use for my normal and grey scale maps if I initially have, for instance, a 36 864 x 8192 virtual texture made of udims ?
Where ist the menu point in UE5 prew 2 windows > statistics like at min 3:02 mentioned?
@@samanderson6542 thanks Bro!
@@samanderson6542 Send this comment to the TOP cheers!
If anyone gets here with UE5 the statistics can be found with "Tools > Audit > Statistics"
Can you explain how Stat Streaming and Texture Statistics Memory relate to one another? My 'Streaming Pool' from Stat Streaming is 4-5x larger than my 'Current Memory' Texture Stats... I don't understand how to interpret these.
So if you had a RX 6600 xt 8GB for example, you could increase the pool to 8000MB and if would be good.
What about virtual textures!? They stream as sh*t sometimes no matter how much pool size is. Especially light maps which I have to turn off.
a lot of my textures just turned white after changing the max size - any tips on fixing this?
Great stream ;)
Thank you!
I'm using Virtual Textures and still finding myself over budget... I thought that was the point, to scale textures according to budget and required texels and whatnot:(
My required pool keeps going from around 8% all the way to 50% seemingly randomly. Whenever I first launch the project its really low then it just balloons to above 50%.
Hi everyone, I´m new with EU5 and I started to have some issue with low FPS no matters if i working on a project or open a new one, always begins in 60 and then turns to 8 fps. I turn off Lumen, Directional Shadow, change Frame rate values and nothing works. I have a Laptop WS65 9TK WORKSTATION I7 10th gen, 32 RAM, Nvidia quadro RTX 3000. Do i need to put some water on the laptop or what? Lol I appreciate any positive feedback.. Tks
So, I'm at the point where I open the property matrix and it's just been sitting here, greyed out for about 15 minutes or more. There's 4407 texture objects so I expected it to take a bit but this seems excessive. I don't see any warning or error messages anywhere. Do I just keep waiting or has it crashed and just not told me yet?
So, prior to loading the Property Matrix my required pool was 546megs. Since the Property Matrix wasn't letting me change anything, I tried to close it. To my surprise it actually closed and I could go back to doing other things. So, I went to turn of the stats overlay but noticed that now, my required pool was over 7GIGS! I wasn't actually able to change anything so why is it so much more now? I just killed and reloaded UE and my required pool is smaller now so I'll just deal with it as is for now. But I'd still like to know what was all happening.
Does ue4 not select the correct texture size based on the size the model/UV occupies of the screen? I thought the further away the object was the small mip it would use?
this is about max texture size. UE will take care of the mips
great info
Statistics is now in Tools>Audit
now the question is. If u have packed 3textures in RGB to save drawcalls how can u keep different resolutions for each channel.
And also another question, what resolution detail normals should be?
Texture packing saves memory already, you'll have to test if breaking up the textures and reducing texture resolutions is worth the effort, and if it saves any memory.
Detail normal resolution really depends on the camera, the scale, and how sharp the detail is.
Personally I think roughness and normal map resolution should take priority over albedo, unless there's sharp details like text in the albedo. You can also reuse, tile, and rescale textures to save memory in certain situations.
Really it's a what can you get away with on a case by case basis
where can I find statistics in UE5 pls ?
Tools > Audit > Statistics
Your rock!
Do UE5 version not 4
hmm.. is there a way to undo/reset the max texture size change? When I changed some values to 1024, important parts of my character did not load right but there's no way to set them back to what they were other than entering 0 to all :'(
where is this in ue5?
Damn, i did exactly what was shown with normals, and my "pool over budget" has skyrocketed.
I have to turn off the texture streaming pool otherwise I get blurry textures on some objects. Works fine with it turned off but not with it on.
GOLD
My Unreal keeps crashing when I try to bulk update the textures. It gets to about 54% then crashes. Granted I have a lot of textures but this is the first time I've ever had an issue with Unreal like this.
Edit: Lol, she literally said trying to save too many textures can cause crashes right after I commented.
PERFECT VIDEO
great!
Useful if only the layout for Unreal 5 was anything like this... guys please, it's been out for more than a year
hi can i increase texture streaming pool to 2000? I have 6gb VRAM
you can set yours to 6000 since u have that amount of video memory
Great
Unreal Engine 5.3 is completely different! i can't find any of these options at all! T.T Is there an updated video?? edit: I found it! here is the updated UI, guys!! ruclips.net/video/RyR7nr7x8BY/видео.html
Lmao I was thinking about this yesterday
those chairs look immensely uncomfortable
How the hell set up streaming pool size ONCE !!!??? per project or editor
There a DefaultEngine.ini file inside of ue4 that can be used to change it for all projects even if ue4 is restarted
Agreed that it would be very helpful to have this updated for UE5 (especially 5.1). Also would be super helpful if the narrator could please stop using vocal fry, which is not appropriate for these types of instructional videos.
What a stupid thing to have to change. Should just be unlimited from the beginning.
Where can i find the statistics tab in unreal engine 5
under tools, audit, statistics
Whenever I do level sequencer and render,I get a white screen,could that be because of my optimization is out of whack?
Hello . Where to find "Statistics" on UE5?
How do i search and find my roughness textures ?