- nevayeshirazi
- Posts: 9
- Joined:
About Unreal Render Target Memory Size
Hello,
I noticed that "Render Target StandAlone Allocated" stat which can be seen with "Stat D3D12MemoryDetails" is around 5 GB for 50 widgets whether they are visible/collapsed or not. It goes up quickly as I add more widgets.
This is the XAML file for my widgets.
I create my widgets on C++. I have UUserWidget derived from UNoesisInstance and it loads the XAML file and sets it on the NoesisInstance and registers itselfs as the data context.
Is this memory usage expected?
Thanks.
I noticed that "Render Target StandAlone Allocated" stat which can be seen with "Stat D3D12MemoryDetails" is around 5 GB for 50 widgets whether they are visible/collapsed or not. It goes up quickly as I add more widgets.
This is the XAML file for my widgets.
Code: Select all
<UserControl
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:noesis="clr-namespace:NoesisGUIExtensions"
RenderTransformOrigin="0.5,1">
<UserControl.RenderTransform>
<ScaleTransform ScaleX="{Binding WidgetScale}" ScaleY="{Binding WidgetScale}" />
</UserControl.RenderTransform>
<Grid HorizontalAlignment="Center">
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
</Grid.RowDefinitions>
<TextBlock x:Name="ActorName"
Grid.Row="0" Text="{Binding ActorName}"
Foreground="#ede8e2"
FontSize="20"
HorizontalAlignment="Center"
FontWeight="Bold"
noesis:Text.Stroke="Gray"
noesis:Text.StrokeThickness="1" />
<TextBlock x:Name="Title" Grid.Row="1" Text="Temp Description" HorizontalAlignment="Center" FontSize="18" FontWeight="Bold" />
</Grid>
</UserControl>
Code: Select all
UCLASS()
class EDGAMECLIENT_API UEDNoesisWidget : public UNoesisInstance
{
GENERATED_BODY()
public:
virtual UEDNoesisWidget* InitializeViewAndModel();
protected:
FORCEINLINE virtual FString GetWidgetDesignFilePath() const { return TEXT(""); }
};
UEDNoesisWidget* UEDNoesisWidget::InitializeViewAndModel()
{
UObject* XAML = UEDAssetManager::Get()->SyncLoad<UObject>(NoesisDesign, GetWidgetDesignFilePath());
if (!XAML)
{
UE_LOG(LogTemp, Error, TEXT("The UI design XAML file could not be loaded.)"));
return this;
}
BaseXaml = Cast<UNoesisXaml>(XAML);
SetDataContext(this);
AddToViewport();
return this;
}
Thanks.
Re: About Unreal Render Target Memory Size
Hi,
Could you please create a support ticket for this? I have a patch for you to try that can save some RT memory.
Thanks!
Could you please create a support ticket for this? I have a patch for you to try that can save some RT memory.
Thanks!
- nevayeshirazi
- Posts: 9
- Joined:
Re: About Unreal Render Target Memory Size
Hello,
I have created an issue with number 0003302.
Thanks!
I have created an issue with number 0003302.
Thanks!
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