Focused reference · Unreal Engine 5.8
Texture streaming
Diagnose before changing the pool
- Build texture streaming data: Build dropdown -> Build Texture Streaming.
- Use Primitive Distance, Mesh UV Density, Material Texture Scales, and Required Texture Resolution accuracy/view modes to find bad bounds, UV density, scale analysis, or insufficient residency.
- Run
stat streamingand record Texture, Streaming, Wanted, budget, over-budget, and update time. - Reproduce the target camera path and distinguish temporary cached mips from sustained demand.
Controls
| CVar | Effect/tradeoff |
|---|---|
r.Streaming.PoolSize | texture-pool MB; larger reduces pressure but consumes target memory |
r.Streaming.FramesForFullUpdate | larger lowers streamer CPU work but reacts more slowly |
r.Streaming.MaxTempMemoryAllowed | more staging may improve throughput but raises transient memory |
r.Streaming.MipBias | larger bias reduces wanted resolution and quality |
r.Streaming.UsePerTextureBias | applies bias selectively to fit the pool rather than degrading every wanted mip |
r.Streaming.LimitPoolSizeToVRAM | caps pool against available GPU memory where supported |
r.TextureStreaming 0, r.Streaming.PoolSize 0, r.Streaming.UseAllMips, and
r.Streaming.FullyLoadUsedTextures are diagnostic/showcase controls, not default shipping fixes.
For a controlled wanted-resolution test, r.Streaming.DropMips 2 removes cached/hidden mips so the
Required Texture Resolution view reflects visible demand; restore it before final measurement.
Fix stale material-instance streaming data, wrong mesh UV density, oversized bounds, forced residency, incorrect texture groups, and excessive source resolution before buying a larger pool.