Virtual Texture Memory Pools

Overview of GPU memory allocation with the virtual textures physical memory pool.

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The Virtual Texture system has two main types of GPU memory allocation: Page Table Memory and a Physical Memory Pool.

  • Page Table Memory provides indirection from texture coordinates to the texture data, and is allocated on demand. It can grow over time and generally is not released from memory unless all of its contents are released. There are no user controls for this memory type.

  • Physical Memory Pool contains the currently resident texture data, and is made up of a number of individual pools. Each texture format that the Virtual Texture system sees has its own associated memory pool. Each pool is allocated on the first instantiation of a virtual texture with the matching format. Each pool has a fixed size and cannot grow. Users can control the size of each pool.

This document describes how virtual texture physical memory pools can be defined and debugged.

Understanding the Behavior of Physical Memory Pools

The physical memory pools are each made up of pages. Each page contains the data for one tile of virtual texture. The pool acts as a least recently used cache. As the Virtual Texture system requests a tile, it is streamed or rendered into an available page in the pool. If there are no available pages, then the page containing the least recently seen tile is evicted to make room for the new one.

If a view has more virtual texture tiles visible than can fit in the virtual texture memory pools, the system will not be able to render that view correctly. In those cases, the virtual texture memory pool sizes need to be tuned to match the data usage.

Configuring the Physical Memory Pools

The Memory Pool Sizes for virtual texturing are set up in the BaseEngine.ini configuration file.

The pools are set up per-Texture Format Group and Tile Size. They can be overridden per project, or per platform, by setting up your own [Configuration File]() in your project.

All configuration settings for Virtual Texture Memory Pools are found under the /Script/Engine.VirtualTexturePoolConfig heading.

The following example sets up any virtual texture memory pool containing BC7 textures to be 100 Megabytes (MB) in size. The size is approximate, and the system actually allocates the largest pool size less than 100 MB that is square and fits an integer number of pages.

+Pools=(Formats=(PF_BC7), SizeInMegabyte=100)

Formats that don't have a corresponding entry in the configuration use the default pool size. The default can be expressed by defining a pool without a texture group format.


Some pools contain multiple layers, each with its own format. This is true for most Runtime Virtual Texture setups. In this case, the matching layer formats are required for the configuration file entry.

For example, a Runtime Virtual Texture that uses the Base Color, Normal, Roughness, Specular type in a Material would be set up as follows:

+Pools=(Formats=(PF_DXT5, PF_DXT5), SizeInMegabyte=128)

Any memory pool configuration entry can have additional settings, which are:

Memory Pool Configuration Settings



Allows an additional scale factor to be applied to the pool memory size through a scalability console variable r.VT.PoolSizeScale.Group <X>.


Sets the group index (0-2) that bAllowSizeScale works with. Having multiple groups allows for different scalability to be set per pool.


Enables the behavior where a mipmap bias is applied to virtual textures when this pool is oversubscribed.

Residency of Physical Memory Pools

The current usage of the virtual texture memory pools is referred to as Residency. When a pool has all its pages allocated by tiles that are currently visible, residency is 100%.

At a residency of 100%, a pool is oversubscribed and will drop data for visible tiles. This leads to unwanted IO and screen flickering as texture data is repeatedly loaded and evicted from memory.

You can enable an on-screen notification to be shown when the memory pool is oversubscribed. Enable the notification with the console command r.VT.Residency.Notify 1.

virtual texture pool oversubscribed notification

This warning indicates you should either increase your memory pool sizes in the configuration file, or change your virtual texture or Material. See the section below for tips on resolving these types of issuesnote

Residency MipMap Bias

If a pool has been configured with the bEnableResidencyMipMapBias setting enabled, a mipmap bias is set to reduce residency when it is oversubscribed. This prevents unwanted IO and screen flickering at the cost of rendering virtual textures with a reduced resolution.

This setting is useful if residency is very rarely oversubscribed and you don't want to allocate memory for the rare chance this could happen. The on-screen message for oversubscription includes any mipmap bias that is being applied.

The mipmap bias that comes from residency is global. The maximum current bias from all of the physical memory pools is applied to all virtual texture sampling.

Physical Memory Pool Heads-Up Display

Setting a good memory pool size is important to monitor residency and reduce oversubscription from happening. You can use the onscreen heads-up display (HUD) to show the current residency of each virtual texture physical memory pool.

It is enabled with r.VT.Residency.Show 1.

virtual texture pool residency level editor view

Virtual texture physical memory pool HUDs display the current residency of each texture format and their allocated memory.

virtual texture pool residency graph

Each graph on the screen represents one of the virtual texture physical memory pools. There are three line graphs:

  • Red is the current pool occupancy from 0-100%.

  • Yellow is the fixed pool occupancy from 0-100%.

    • This is the occupancy from pages that are marked as locked. There is usually one page locked for every virtual texture. A very large number of loaded virtual texture assets can reduce the available pool space even if the virtual textures are not visible.

  • Green is the mipmap bias being applied to keep residency below 100%.

Debugging the Residency of Physical Memory Pool

The following are some areas to start debugging and checking content when virtual texture memory pools are oversubscribed.

Pool Memory Sizes

When it comes to virtual texture pool sizes, you'll want to check the following:

  • Check that pool sizes are large enough to hold an expected full working set of virtual texture data.

    • The pool size should be bigger for pools that have larger page sizes. For example, a pool with texture format PF_A32B32G32R32F has a much bigger memory requirement than a pool with texture format PF_DXT1. Similarly, a pool that contains multiple layers has a bigger memory requirement.

  • When rendering a higher output resolution, pool sizes should be larger.

    • A higher resolution output generally requests more higher resolution mip tiles.

  • Larger tile sizes may require a bigger pool size.

    • The default tile size for Streaming Virtual Textures is 128 texels. However, that can be overridden.

    • The tile size of Runtime Virtual Textures can be up to 1024 texels. Larger tile sizes often incur wasted space in the pool.


One particular cause of oversubscription is the application of a negative mip bias when sampling virtual textures. Systematically sampling higher resolution mips requires more pool memory. Negative mip bias comes from explicitly setting mip level or bias on a Texture Sample node in the Material Graph.

Oversubscription can also come from unexpected sources, such as when sampling a texture with zero gradient because the UVs are invariant for a triangle or mesh. The material graph snippet below is an example of this. This specific case can be solved by using a Mip Value setting of "Ignore Input WorldPosition" on the Runtime Virtual Texture Sample node.

virtual texture pool oversubscription material example

Use the console command r.VT.DumpPoolUsage to help locate any textures that are taking up more space in the pool than expected due to mip bias, or other issues. This command dumps out the number of pages that each virtual texture asset currently allocates in each memory pool. The dump is sorted by page count so that the first entries should be checked to see if they are reasonable.

Note that in the following dump, the first entry is significantly higher than the others. So, materials that reference T_Ground_Sand_F_basecolor_CANYON should be checked for any mip bias issues.

PhysicaPool: [0] DXT1 (136x136):
    T_Ground_Sand_F_basecolor_CANYON 1912
    T_Rock_Quarry_Y_RAOD 418
    ubulehofw_8K_Albedo 324
    pcciQ_4K_Albedo 248
    T_Rock_Cliff_D_RAOD 187
    noise_directional_3 115
    T_column_260_B_W 97
    T_column_260_B_goldA_RMAOO 97
    T_column_260_B_goldA_C 96
This page was written for a previous version of Unreal Engine and has not been updated for the current Unreal Engine 5.0 release.