Pooling & Memory
These settings control memory allocation for instance storage. Adjusting these affects GPU memory usage and culling granularity.
| Property | Type | Default | Description |
|---|---|---|---|
| Max Pools Per Chunk | int | 32 | Maximum number of pools each chunk can hold. Each pool holds 64 instances, so this limits the max instances per chunk. Higher values allow more instances per chunk, meaning fewer chunks to cull but less granular culling. |
| Initial Chunk Count | int | 256 | Starting number of chunk slots. Grows automatically as needed. |
| Initial Pool Count | int | 1024 | Starting number of pool slots. Grows automatically as needed. |
| Enable Auto Compaction | bool | false | When enabled, GPU buffers are periodically shrunk when waste exceeds 50%. Can cause frame hitches during compaction. If possible, please use manual compaction instead! |
| Prototype Idle Grace Period | float (0–120) | 30s | Seconds to keep an unused prototype (zero references) alive before auto-purging. Allows fast re-registration during scene transitions. 0 = purge on next frame. |
Tip
If you know your scene's approximate instance count, set the initial chunk and pool counts high enough to avoid runtime growth. Alternatively, use Gathered Allocations to record peak values automatically.