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
Related issues
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@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.

Yeah, this is extremely frustrating, especially since higher-res RTX packs are often obtained only via a donation process, so paying for something and then finding that Minecraft won't even allow you to use it is annoying.
The nvidia site mentions this issue as a problem with the beta here: https://www.nvidia.com/en-in/geforce/guides/minecraft-rtx-texturing-guide/
But the fact that it's still a problem long after the beta has ended is concerning. With my machine running an RTX 3090 with an AMD 5800X and 64Gb of memory, there should be no reason that a 64-bit capable app should be running into these issues.

Pack creators shouldn't be selling broken packs. They would clearly be getting the issue too and are just choosing to ignore it. I'd be asking for my money back if I paid for a high res pack that didn't work properly. I believe the limit when RTX was in beta was around 100mb, so they upped it a bit to around 350mb when they came out of beta, but it's still unacceptably small.
BTW here's a free 256-512x RTX pack you could try if you want. No donation, no ads, no pay wall, just google drive. Download links are in pinned comment. 😛 https://youtu.be/XQeZT76iMPc
I made sure it was just under the size limit that triggers that error.

Please note that this is still occurring with the recent 1.17 release.
While I know my words have a bit of snark to them, I do understand that game development isn't an easy process and I hold a great deal of respect for the staff. Nevertheless, it would be extremely nice to see a mod comment on this other than the issue is being tracked - it's been going on for such a long time that's long overdue for a fleshed out response. Is this something we're just stuck with because raising the limit creates problems with the engine? I'm just trying to understand why more hasn't been said or done over the long span of time (years?) that it's been reported.
Thanks.

Currently (1.17) creating an RTX HD texture pack and just ran into this today as I hit around 300mb. Hope this can get fixed soon!

Some new findings while working on my 1.17 update to my texture pack. With the 120 or so new textures I hit this limit around 320-330mb. I also found the more textures you have the lower this limit becomes. Even just adding a .json file to link something new to an old texture will decrease the space available. I found I was just under the limit then added a couple .json files to link potted azaleas to the normal azalea textures and boom error popped up and I still had to go through and lower the resolution of like 6 other textures before it allowed the new ones without the error, even though I didn't actually add any more size or textures. So the amount of textures, even if just linked to other textures, seems to have a big impact on what size the game allows you. So a half complete pack seems like it would allow you more texture space then a fully complete pack which is super annoying. I also noticed when you get pretty close to the limit the game is now adding some weird seams to animated textures like fire, water, and lava for no apparent reason.
For a Non-RTX pack with mip mapping enabled I hit this limit around 165mb. Also it seems this error has nothing to do with the amount of memory your system has. The limit is the exact same on my 8GB GPU and 64GB Ram System as it is on my friend's 4GB GPU and 16GB ram system.
I thought bedrock was supposed to be the superior version of Minecraft when it came out with this RTX version, yet it can't even handle much more then a fully complete 256x texture pack... Java on the other hand can handle 1024x or greater texture packs a few GB in size with shaders no problem. The only limit there is what your computer can handle.

It's been a few days and decided to revisit this topic.
I was doing some testing and here are my thoughts:
I wondered if the error message was due to Minecraft using up all available Video RAM on the card. Checked my resource usage, specifically "Dedicated GPU Memory", inside Task Manager under the Details tab.
Sure enough all 6 GB of my card's RAM was being used. But not entirely by Minecraft. Windows' own Desktop Management executable was hogging a whopping 2.8 GB of of it. After going through some steps detailed in across a few web resources I brought it's usage down to a third of a GB. NICE!
Thinking I had cracked the case I fired up Minecraft, loaded up the world and..... same error.
I checked Minecraft's Video RAM usage and it's about a full Gig and a half shy of RAM being maxed out. So VRAM and normal system RAM aren't being fully utilized, meaning they're not the problem.
That said, Marcel, I think you're on the right track as the error doesn't seem to pertain to the two resources I just mentioned. It's clearly referring to something else. That something else could be what you speculate.
Minecraft forum mods/agents and developers: Can anyone give us some insight as to what this error message is referring to in its wording? Or is that information you don't want in the hands of the average user? Further, is there any work arounds that people with higher end systems can employ to get the most of Minecraft and it's more graphically impressive packs? It's a shame that both pack creators and users get the shaft when it comes to this.
Thanks,
James

Recently I found a way to squeeze a bit more high resolution textures into my pack before hitting this limit. I had 4 1024x1024 textures in what was otherwise an all 256-512x pack. I thought they were pretty insignificant though since only like 2% of the space in those textures was actually used. (stage 0 of beetroots, carrots, potatoes and wheat) and they were only about 45kb each. I decided to resize them to 512x to see if it would allow me to up a couple 256x textures to 512x. 70 512x texture/normal maps later is when things started to glitch out again and a couple past that the error was hit again. Went from about 320mb to 345mb of block textures.
So in conclusion to texture pack creators, avoid 1024x1024 textures, the game really doesn't seem to like them no matter how insignificant they may seem...
With that said, I still have hundreds of other 256x textures I'd really like to bring up to 512x, so this limit is the most annoying bug in the game. It would be good to know at least what the exact limit actually is, so I'm not having to constantly waste hours trial and erroring to see what works and what doesn't... Is it texture file size? Is it texture resolution? Is it the overall combined resolution of every texture? Is it triggered sooner with multiple different resolution textures then if everything was the same? Is it a programmed max system ram amount the game is allowed to use? Is it a programmed max GPU memory amount the game is allowed to use? Is it something totally different? Is it just block textures? Is it blocks combined with one or a couple of the other texture folders? Is it all the textures in the game combined? Sooo many possible variables. 😝

Yeah, as for reaching the video memory cap, I'm 100% sure that's not it as I'm running a card with 24Gb of VRAM (on a machine with 64Gb of actual RAM) and it barely even scratches it when I run into these issues. That's been part of the frustration, is that the error message is just so "wrong" that it makes it more difficult to diagnose.

Still remains an issue even in 1.19.0 Beta.
From what was discussed, this appears to be an engine limitation.

This is with a 3700x + 2070 on an x570 mobo with 64g of RAM on Win11 Insider Build 25158.220708.1401
I'm receiving this error using the Nicinator RTX resource packs:
Vanilla-RTX-textured-water-addon-v2.5.mcpack
Vanilla-RTX-v2.5.1.mcpack
Vanilla-RTX-3d-stone-addon-v2.5.mcpack
Vanilla-RTX-smooth-quartz-addon-v2.5.mcpack
Vanilla-RTX-clear-glass-addon-v2.5.mcpack

So, since this is still an issue even after so many releases of Minecraft, I'm taking it that Mojang or Microsoft doesn't really care to address it? It's just frustrating that this is obviously a problem that numerous people are experiencing and reporting. And content creators are still making and selling texture packs for Bedrock that don't work... I get the error with any pack that is higher than 256x resolution... and even then, I can only load one base pack before getting the message.
i7-12700K/RTX 3090/32G DDR5

It would be nice to see any resolution to this, all packs I want to use are now getting this error.
Intel Core i9 12900H, Nvidia Geforce RTX 3080 Ti, 32Gb DDR5, Windows 11

Haven't seen this issue before, but now it shows up for me too on 1.19.20

Likewise. I updated to 1.19.20 and I'm now seeing this error. I tried loading different resource packs and with all of them the error is shown right after the world loads.

In Version 1.19.20, I met the same situation.I'm using a 16x texture pack only, and only turn on ray tracing features.
On my device, minecraft only make the GPU usage increase, does not make the video memory usage increase.
My device information: 5700X & 6800XT

Yep still happening v1.19.20. It's hard for me to tell if it's actually rendering the textures at lower res though?
i7 4790k, 3060ti FE, 16GB ddr3

Same is happening for me on v1.19.20.

I got this error after upgrading to version 1.19.20. Clearly something is broken in this version.

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!

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]