Contents
Unreal Engine 5.8 · Focused reference
Budgets and evidence
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Record before analysis:
| Dimension | Required context |
|---|---|
| Hardware | platform, RAM/VRAM/unified memory, storage, driver/OS |
| Build | commit, configuration, cooked/PIE, device profile |
| Workload | map, path, speed, camera, content counts, duration |
| Cache state | cold process/OS/driver/DDC versus warmed state |
| Budgets | peak/resident memory by pool, ready latency, hitch threshold, quality floor |
| Capture | trace channels/stats, markers, start/end, sampling overhead |
Measure separately:
- process/platform committed and resident memory;
- engine/LLM allocation categories;
- UObject/assets and retained ownership;
- GPU resource allocations;
- conventional texture streaming pool;
- each virtual-texture physical pool and page-table memory;
- Nanite streaming pool;
- transient load/decompression/PSO compile peaks;
- package/install size.
Do not sum overlapping counters. Define whether each value is reserved, allocated, resident, wanted, budgeted, or transient. Compare cold and warm runs when the player can experience both.
Sources and version
Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.
Read this system’s sources and verification notes →
Canonical reference and AI copy
unreal-memory-streaming/references/budgets-and-evidence.md