Upcoming Video Memory Utilisation Improvements

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bartekowca666 wrote:
Imagine posting this before the cursor pack


Yeah something is off with their PR dept. lol. They have been doing these kind of things quite often lately (post some outcryinducing decisions and then posting something the community will love them for - would be much better the other way around... also from a financial standpoint i guess posting this before the cursor MTX will result in more cursor mtx sales. Well.
Good lad!
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Mokurp wrote:
besides the graphics issues that i know nothing about
consider give back the harvest crafts (and a better spawn rate) right now only have repetitives grinds (ritual+ultimatum circle after circle), heist= wait gameplay, valdo's rest farm with nemesis sextant is the worst 10 minutes clicking to get loot and hurting the wrist, the sindicate changes are great but well u farm them in the valdo's rest

so pretty much you made harvest and the game about bet in 0.00001% to craft itens i did maps for 1 week paying 12c to use harvest in every f map and got 3 t4 in 600 harvests (1x synthesis 1x 1/5 fracture and 1 reroll a item with a influence mod), 2 augments with lucky values (zero augment something) is this so strong that need a mirror chance?

i dont know if is because ultimatum is boring and repetitive or because of harvest nerfs but my friend list is complete empty after 3 weeks so you changed the best league for me (ritual) in a complete bad game


+1, i could sign under every single word, this ritual 2.0 is really boring and unrewarding, i started to,like heist in this league, lul...
3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you...
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Chris wrote:
Spoiler
In the near future, we'll be making some improvements to how Path of Exile utilises your video memory. This post explains what impact that will have on your gameplay and when to expect the patch.

Graphics cards have a certain amount of Video RAM (VRAM), which is used to hold the various assets that we are rendering for the current game scene. If you run out of VRAM while playing under DirectX 11, our default renderer, the game will still work but your frame rate will drop as it has to render assets that reside in system memory. The graphics driver would also move assets back and forth between main memory and VRAM, further slowing things down. For users without enough VRAM, performance under DirectX11 is pretty terrible.

While the Vulkan rendering API has all sorts of performance benefits, it doesn't have the default-to-system-memory fallback that was present under DirectX 11, and its default behaviour is to just crash when out of memory. When we initially released the Beta version of our Vulkan renderer, some users would experience crashes during memory-intensive gameplay.

As either crashes or significantly degraded performance are both bad for game experience, it's important that a game engine manages what assets are in memory by unloading ones that haven't been used recently and aren't expected to be used again soon. Over the past year, we have added a system that unloads assets that the game expects to not need in the near future, and keeps VRAM usage at a conservative level. This has eliminated crashes and slowdown due to excessive VRAM usage but has unfortunately introduced other issues related to the lifecycle of assets in memory.

With assets now being loaded and unloaded dynamically during gameplay, we retooled the engine so that the assets could be loaded asynchronously without stalling rendering. Previously it would have been a stuttery mess, as the engine used to completely freeze until a new asset was entirely loaded.

However, what do you display when a texture is not yet loaded? In order to not display an entirely black texture, we added a technique called texture streaming where we have the lowest mip levels (i.e. low-detail versions) of each texture always in memory so that we can display something approximately correct more quickly. This is more desirable than the alternatives of having significant frame rate drops or nothing drawn at all. While texture streaming is a harmless visual optimisation, it is often incorrectly attributed to problems that are actually to do with the fact that the game unloaded an asset that it really shouldn't have.

A few paragraphs ago, we described our VRAM usage under this system as conservative. That means that our current implementation doesn't aggressively use all of your VRAM, and this causes players to get frustrated by assets being unnecessarily unloaded too early (for example, when you notice some items looking blurry for a short time).

Our engine team has been working on a better implementation that aggressively uses as much VRAM as it can to store as many assets as will fit. This is a good thing because users with mid-range or better graphics cards will experience assets being unloaded far less often than they currently do. It depends on how much VRAM you have, of course, but the issues that are currently attributed to resource unloading/texture streaming will be largely eliminated for many users. And of course, all of the above changes mean that users with low-end graphics cards don't experience crashes or frame rate drops when they run out of VRAM.

Our initial plan was to deploy this update in the next engine patch, which was previously scheduled for a week or two before 3.15's deployment in July. However we're very unhappy with the current situation so we are working towards pulling out this feature for deployment in the near future (ideally in the coming week, but we'll update this estimate as testing continues).

This change isn't a panacea for every single graphical/performance issue in the game, but is certainly going to have a large impact on making things feel a lot better for most users. Our engine team will continue to hunt down further problems and solve them. As always, thanks for your ongoing feedback and reports.


Can you maybe experiment with dynamic asset culling of dropped loot depending on your loot filter settings.

For example less stuff on the ground would be rendered depending how strict your loot filter is.
That would reduce the stutter in loot fountain enounters like juiced Delirium maps or encounters which generally have high amounts of rendered items whose item-text people blend out with loot filters anyways.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
"
Chris wrote:
[..]A few paragraphs ago, we described our VRAM usage under this system as conservative. That means that our current implementation doesn't aggressively use all of your VRAM, and this causes players to get frustrated by assets being unnecessarily unloaded too early (for example, when you notice some items looking blurry for a short time). [..]

My dude. I guess "conservative" is a huge euphemism ;) 2GB of VRAM usage while gpus now have 6-12GB, even archaic 4-gen old gpus like I have still have 4GB.
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Jerle wrote:
I was really hoping to hear improvements to Ultimatum league. Esp spawn conditions for the trialmaster... guess that is too much to hope for...


FFS man, stop being sour. Did you read the title or not when you decided to post?
#NeverGoing90
appreciate your works, including every unannounced improvement over time. You guys got it, of course you guys got it.
Nvidia card keeps overheating on and off past few seasons. It co-incided with the graphics updates for bloom and whatnot.

However, the game looks the same.

All that happened is performance got worse. It was a relatively low-impact game which looked OK, nothing too bad but most important: it played nicely. For all the action on screen, the game played very well.

Now it's a high-impact game that looks same but doesn't play well. It eats resources and no amount of graphics settings reduction makes it better.

If you have a crappier card than the 2080 nvidia (apparently the go-to streamer card), the game makes your hardware choke and potentially die.

Yet it looks the same + some bloom.
Do you think we could get a recommended PC specs to play modern PoE and PoE 2?

As I have not had any issues with texture streaming, but my pc is rather new and I was wondering why so many others had this issue apparently.
Thank you for the well written and understandable explanation! Gladly looking forward to this patch with my 12GB VRAM :)
Last edited by marc004 on May 13, 2021, 5:37:05 AM

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