With such massive cities, it was problematic for the Environment Art team on DC Universe Online to find the best ways to optimize memory for the game.  The Streaming Memory Tool was a C# application I wrote to help us get the cities to perform on PS3.  The lack of a way to visualize the memory data and a lack of programmer resources at the time spurred me to create this ad hoc tool while I was an Environment Artist on the team.  The tool would load in resource information for each city block and create a global, top-down view of the city's streaming information.  As soon as we loaded the data for one of our cities, this tool proved its worth by revealing a previously unknown issue with the content.  Many of the streaming maps for the city contained rogue art asset placements that were dramatically increasing the bounding boxes for the maps. These inaccurate bounding boxes created grossly inaccurate map centers, information that the game's streaming system depended on.  At first, the lag of some maps loading was attributed to resource bloat, and the team was poised to strip out content to try to fix the issue, but the reality was the map load wasn't being triggered at the correct distance.  With this tool, we were able to quickly identify the problem maps and fix them. Once these foundational issues were fixed, we then used the tool get a global view of asset usage around the city and drill down to find the best assets to optimize or remove.