Budget the scene, not the warning
The red 'Texture streaming pool over budget' line is not the problem. The problem is uniquely-mapped texels versus remaining VRAM after Lumen.
Non-texture working set
GBuffer, Lumen probes, Nanite streaming, virtual shadow maps, UI and RT acceleration eat VRAM before a single world texture is resident. The planner uses a documented heuristic per scene type and resolution — not a capture from stat unit.
ArchViz and digital twins at 4K spend more on lighting than a 1080p game. That is why the same 80×4K inventory is fine on a 4090 cinematic viewport and fatal on a 4060 8 GB walkthrough.
What to cut first
8K → 4K on non-hero surfaces.
Uncompressed RGBA → BC7/BC5.
NeverStream off on world textures.
Virtual texturing for uniquely-mapped scans.
Pool size last, and never above ~70% of VRAM.
Tools for this task
- UE5 Texture Budget Planner — Compare a texture list with the VRAM left on a target GPU.