Quick answer: Raise r.Streaming.PoolSize for the platform if you have headroom, but first fix oversized textures — the warning usually means assets are too big, not the pool too small.

The log spams “Texture streaming pool over budget” and distant textures look blurry. The streaming system can’t fit the requested mips in the pool.

Find the Offenders First

stat streaming
ListStreamingTextures

ListStreamingTextures dumps every streamed texture sorted by size. The top of that list is usually a handful of 4K/8K textures that should be 1K/2K. Resize the source assets.

Per-Texture Settings

Raise the Pool (If Justified)

; DefaultDeviceProfiles.ini per platform
r.Streaming.PoolSize=2000   ; MB

Only raise it if the platform has the VRAM. Bumping the pool to hide bloated assets just defers the problem to lower-spec devices.

Streaming Settings

r.Streaming.LimitPoolSizeToVRAM and r.Streaming.MipBias help tune behavior. For shipping, set these in device profiles per platform tier.

Verifying

No over-budget warnings during gameplay. stat streaming shows the pool with headroom. Distant textures resolve to full mip within budget.

“Over-budget usually means oversized assets. Audit with ListStreamingTextures before raising the pool.”

Add a CI check that flags any texture above your platform’s max size — catches asset bloat before it hits the streaming pool.