Focused reference · Unreal Engine 5.8

Budgets and evidence

unreal-memory-streaming/references/budgets-and-evidence.md

Record before analysis:

DimensionRequired context
Hardwareplatform, RAM/VRAM/unified memory, storage, driver/OS
Buildcommit, configuration, cooked/PIE, device profile
Workloadmap, path, speed, camera, content counts, duration
Cache statecold process/OS/driver/DDC versus warmed state
Budgetspeak/resident memory by pool, ready latency, hitch threshold, quality floor
Capturetrace 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.