If somebody knows, I have a problem with texture streaming pool size, I raised the default unreal size to 3000, but the message doesn't go away. Also, it destroyed my lighting somehow, That is a production bake...
I'm using GPU Lightmass
I Already caped all the textures at a maximum of 2048 res in order to drop the texture size.
My specs, CPU Ryzen 5 2600X GPU NVIDIA GeForce 2060 6GB
The number isn't stable, sometimes when I first open the file the error isn't showed and if I play with the reflection capture and build, the error pops up again. Also when it did it for the first time it was after I placed reflection capture if that information helps. Before I fixed the textures sizes all textures looked way low res, after I did that the only problem that I Have is the error and problems in light bakes.
If someone knows how can we debug this thing it would really help me, Thanks in advance!
I raised it to 4000, it still shows it. Vram use is normal. Because all this time I have been experimenting the one thing happens. When I place more than a few reflection capture (in this case it's 12) it crashes every time. And now that I think about it from the moment I placed the first reflection weird stuff happened. That was when the first texture streaming pool error appeared.
I updated it and it still does it.... I Don't know weird stuff. If I move to 4.26 (I'm to 4.25 now) do you think that will run to this problem again? Because I have a feeling that this might be a continuous problem.
When I made the scene my first bakes looked like this. It was like all the places in the hose were too perfectly lit. It Had 2 problems.
1st I Didn't place in my scene Lightmass Importance Volume (My Bad) 2nd The material that I'm using for the meshes (Twinmotion Materials) made the light pass through them. I was like a problem with normals. I fixed it by making the materials two sided.
this is a screenshot that I took of the room sometime after I fixed the lighting problem and before I placed any sphere reflection capture
And this is a screenshot of the room after having problems with the texture streaming pool and sphere reflection capture
I just wanted to show the problems that I encountered and what I did in order to solve them, in order to provide a more clear picture and if we can spot the problem somewhere.
I think I found a solution to the problem of crashing, but this doesn't fix the light bake.
I had the reflection value to 2048 and read a post that had the same problem and he set the default to 128. I did my tests and the scene doesn't crash after putting many sphere reflection capture and the streaming texture pool error, for the time being, hasn't poped up.
Replies
When I made the scene my first bakes looked like this. It was like all the places in the hose were too perfectly lit. It Had 2 problems.
1st I Didn't place in my scene Lightmass Importance Volume (My Bad)
2nd The material that I'm using for the meshes (Twinmotion Materials) made the light pass through them. I was like a problem with normals. I fixed it by making the materials two sided.
this is a screenshot that I took of the room sometime after I fixed the lighting problem and before I placed any sphere reflection capture
And this is a screenshot of the room after having problems with the texture streaming pool and sphere reflection capture
I just wanted to show the problems that I encountered and what I did in order to solve them, in order to provide a more clear picture and if we can spot the problem somewhere.
I think I found a solution to the problem of crashing, but this doesn't fix the light bake.
I had the reflection value to 2048 and read a post that had the same problem and he set the default to 128. I did my tests and the scene doesn't crash after putting many sphere reflection capture and the streaming texture pool error, for the time being, hasn't poped up.
https://answers.unrealengine.com/questions/676876/spherereflection-captures-are-blowing-up-my-stream.html
The problem now still remains with the lightmap.