Really interesting analysis of where the data lives… cutting 3-4 textures would save you more memory even in the 100k actor case, though.
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A big problem with them is they are so heavyweight you can only spawn a few per frame before causing hitches and have to have pools or instancing to manage things like bullets.
I think in their Robo Recall talk they found they could only spawn 10-20 projectile style bullets per frame before running into hitches, and switched to pools and recycling them.
They're fantastic for prototyping, but once you have designed some kind of hot-path most people typically start converting blueprints to code as an optimisation.
In such a scenario adding pooling becomes a trivial part of such an effort.