mojira.dev
MCPE-113380

Resource pack fallback to reduced level of detail, even with the required hardware

The Bug:

Loading a high resolution texture pack with raytracing on a PC with sufficient RAM and VRAM still gives the error:

Resource Pack Fallback

Low memory. Textures will have a reduced level of detail.

Steps to reproduce:

1) Load up either the latest stable or beta of the game. I've reproduced the same error on both.

2) Find a high resolution resource pack (in my case, I'm using Hardtop VanillaccurateRTX 512x) and install it by double clicking

3) Load the pack, turn on Raytracing and load up a world or realm.

4) You should see the error pop up in the top screen.

 

This shouldn't happen as I'd expect my PC to be able to run a 512x pack. (Important Specs: Ryzen 9 5900X, 32GB 3600 MHz C16, RTX 3090) and looking at task manager, I don't see the VRAM usage go past 4 - 5 GB and the RAM usage only hits 10GB before going back down.

 

I can also confirm that the error does affect textures as the glass in this pack is bugged when using 512x but using the 128x texture lets the glass go back to normal textures as you don't get the error with that resolution (I've attached the bugged glass below)

 

EDIT: Attached the menu, error message and VRAM/RAM usage as pictures

Linked issues

Attachments

Comments 28

@AM71113363

The error says I don't have enough yet the game doesn't use anywhere near the amount of RAM I have installed on my PC. On top of that, I also did list the specs in the Description and realistically, I should be able to easily run the game as I have the absolute top end in terms of parts, especially as I'm playing at 1080p. I believe you've misunderstood the thread.

@AM71113363

Where did you get this information from?

@AM71113363

Threads aren't an issue, RAM is.

I'm having the same issue. I load a RTX resource pack over 128 texture size I get a "Resource pack Fallback, Low memory" error message. Afterwards texture quality looks awful. I'm using Realsource pack RTX and have tried it with several other high res packs and it still happens. I know I have plenty of memory because it only using 3% of my NVIDIA GeForce RTX graphics card and 21% of the 32 GB of ram i have installed on my computer so it shouldn't be a hardware limitation on my end. I've been having this issue since RTX was initially released.

I find the solution at least for 256x packs is to open the folder for the pack, then go to textures folder. in there you should find a "terrain_texture.json". Open that up in notepad and change ""num_mip_levels" : 4" to ""num_mip_levels" : 0" and ""padding" : 8" to ""padding" : 0". Then save.

My theory is there seems to be some sort of hard programed limit of around 350mb for block textures in the current MC RTX build. Mip mapping generates 4 other smaller and smaller versions of the textures to use for distant blocks, so that quickly fills up the space allotment for block textures, which in turn makes the game generate lower res textures to start with, so it can fit them all within this limit, but it doesn't do a very good job of it.

A fully complete 512x pack or greater would be way over this 350mb limit to begin with, so no matter what, it's generating low res textures even without mip mapping turned on, until they remove or increase this size limit.

18 more comments

Seeing the same behavior in 1.19.20 when playing on a realm. Using i7 8086k, RTX 3080, 32GB RAM.

[media][media]

I just updated to v1.19.22 from one of the 1.18 versions and started getting this error (using Kelly's RTX pack). I'm running on a 10GB 3080, on a system with 32GB DDR4 RAM, so it seems unlikely that Minecraft doesn't have enough memory to work with here. Even if that was the case somehow, why did it suddenly start with the update, and work fine previously?

Affect 1.19.81

This issue also occured for me in Minecraft version 1.20.12 on mobile, even without using a big resource or RTX pack. My texture pack is only 0.8 MB big and it occurs on VERY mobile phone, even though mine has the same amount of memory as my PC, but on my PC it doesn't occur.

Please fix this, because these blurry textures are unbearable!

Jeremy Benisek
  • I've been fighting this error for 4 years. After 4 years I read this, I have thousands of textures, nowhere in the Microsoft, rtx, or any other docs is this stated I've seen. IS THIS REALLY the limit of Bedrock? Mojang please optimize texture atlas so each texture is only added one time regardless of usage. Adding the same texture over and over for each block usage to the terrain.atlas is a major issue. Fixing this one issue would allow RTX and other HD packs to better work around this limit. Without fixing this I have a total block limit too. 

From the RTX Discord Channel by (Jason)

""Resource Pack Fallback. Low Memory. Textures will have a reduced level of detail" notifications are likely caused by the resource pack stack exceeding the terrain atlas dimensions. It is not due to a pack's size in bytes. Minecraft loads every value from .texture_set.json files into a single terrain atlas.Any included textures must fit within a 16384 px × 16384 px (72 ppi) area. (268 million pixels). The atlas is arranged in order from smallest to largest texture dimensions, then sorted by name alphabetically. The texture images are aligned to the upper-left and placed side-by-side.

Keep these constraints in mind when creating HD textures, lengthy flipbook animations or large UV layouts. Minecraft creates the terrain atlas from the texture sources provided in the resource pack's terrain_texture.json file. The game will attempt to load a .texture_set.json file in the path specified by a block's textures property in the terrain atlas JSON data. If the texture set (or texture image) is found, the texture(s) will be placed in the terrain atlas.

Any reference to a texture in the .texture_set.json file will append the texture image to the atlas. For example, if different texture set files reference a common texture, that texture will be repeated in the terrain atlas."

NOTE: This is the total of ALL RP Addons applied. So if you have 100 million pixels in 1 addon for blocks, then another 300 million in 3 other addons and they are all on. Then you have 400 million total. 

NOTE: This is for each atlas. All RP add-ons applied are combined, so all block textures in all add-ons are added to terrian.atlas. All item textures in to an item.atlas. Enties in to an entity.atlas. So each atlas has it's own 268 million pixel limit. So the chart before is for each atlas. 

NOTE: I was able to FIX my RP after 4 years.

To help you out here are some estimated numbers

[media]

Don't forget about the padding overhead. Default (8 pixels) Per texture. Not sure if this is per side so total (32 pixel overhead)

2 Tasks are not easy when trying to fix this. With chatgpt I created these 2 python script tools to help you fix these issues. (BACKUP FIRST)

1) Batch converting png images (INPLACE/OVERWRITE) to 72dpi (and subfolders)
https://github.com/Outlandishly-Crafted/OLC-Convert-Images-to-DPI-72-All-Subfolders-Tool

2) Counting all the texture pixels by folder/atlas. (Blocks, Entity, Item, Particle) 
https://github.com/Outlandishly-Crafted/OLC-Texture-Pixel-Counter-Tool

Before: (Cage is almost gone, can't even see any hair on bear)

[media]

Blockbench: Full Quality

[media]

After getting total block textures under the 268million pixel limit. 

[media]

Stuart

(Unassigned)

546419

Confirmed

Multiple

Windows 10

1.19.0.32 Beta, 1.17.11 Hotfix, 1.17.10, 1.16.210.53 Beta, 1.16.201 Hotfix, ..., 1.19.2 Hotfix, 1.19.30, 1.19.31 Hotfix, 1.19.41, 1.20.41 Hotfix

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