All guides

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