Focused reference · Unreal Engine 5.8
GPU memory and render resources
Open Tools -> Render Resource Viewer. It is a snapshot taken when opened; press Refresh for a new snapshot. Sort/filter by size, type, owner, resident, streaming, transient, and other flags.
Audit
- Record platform GPU-memory budget and current resident/allocated metrics.
- Capture the representative map/camera after expected streaming settles.
- Sort the largest resources and map each to an owning asset/LOD.
- Separate persistent/resident allocations from transient aliased render-graph resources.
- Compare before/after at the same location and streaming state.
Common actions:
- reduce texture resolution/format or correct texture groups/mips;
- correct non-streaming or always-resident resources that do not require it;
- reduce oversized render targets, history buffers, shadow pools, or feature buffers only after identifying their owner and quality effect;
- review Nanite streaming pool versus cache-thrashing tradeoff;
- remove duplicate/unused assets and unexpectedly loaded references;
- set per-platform LOD/texture/device-profile limits.
GPU resource allocation is not the same as process RAM, package size, or streaming pool occupancy. Track each budget with the appropriate tool and avoid summing overlapping categories.