Sets how much memory the engine may reserve for streamed textures.
FPS
Very low
Visual
High
VRAM
Very high
CPU
Very low
Latency
None
What it does
A higher budget can reduce blurry texture pop-in but may exceed available VRAM. A lower budget can prevent memory pressure while making detail stream later.
Games may also call it: Texture Pool Size, Streaming Pool
Decision guide
Lower it when
Lower it when VRAM is saturated or the game shows large frame-time spikes after moving through new areas.
Keep it high when
Keep it higher when texture pop-in is obvious and memory headroom remains.
Handheld advice
Match the budget to the actual VRAM allocation instead of blindly selecting the largest number.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Some engines report budgets in a way that does not map directly to physical VRAM.