Game client uses hard locked VRAM amount

I ran multiple heavily juiced maps in standard with Asus monitoring tools. I never went over just under 3GB of VRAM usage on a 3080ti. This seems 100% wrong.

If you look at the last line of this screenshot in the upper middle where it says VRAM usage. My 3080ti has 12GB it should not be getting hard limited to just under 3GB. Do I have a setting wrong with my client that might explain this hard limit of 3GB? I ran multiple maps and never saw it go above this. Regular RAM usage however was always 8GB+ via client graph.


Last edited by Jhiroth#6006 on Jul 27, 2023, 7:05:55 AM
Last bumped on Aug 1, 2023, 4:49:30 PM
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Here is another screenshot, showing the client using 8+GB of RAM and hard locked below the 3072mb(binary) of 3GB vram even when GPU usage is almost maxed.



show of settings this is DX12, Windows11
Here is another game showing monitoring, using expected amounts of VRAM.

Using Nvidia's latest driver 536.67 WHQL
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Jhiroth wrote:
I ran multiple heavily juiced maps in standard with Asus monitoring tools. I never went over just under 3GB of VRAM usage on a 3080ti. This seems 100% wrong.

If you look at the last line of this screenshot in the upper middle where it says VRAM usage. My 3080ti has 12GB it should not be getting hard limited to just under 3GB. Do I have a setting wrong with my client that might explain this hard limit of 3GB? I ran multiple maps and never saw it go above this. Regular RAM usage however was always 8GB+ via client graph.




This is intended behaviour.
ok thanks for the update, that is not what I would expect
Last edited by Jhiroth#6006 on Jul 27, 2023, 3:05:30 AM
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Henry_GGG wrote:


This is intended behaviour.


Wait.. why?

Curious, what benefits does that have? Isn't it always better to use as much ram/vram as possible?
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h3h3sucks wrote:
"
Henry_GGG wrote:


This is intended behaviour.


Wait.. why?

Curious, what benefits does that have? Isn't it always better to use as much ram/vram as possible?


+1 shaders are often stored in vram once they are added, capping it to 3gb on a 8gb+ will result into stuttering as it will attempt to load newer shaders more often than not.


Generally speaking, artificially capping your VRAM (Video RAM) to a low amount like 3GB could potentially degrade your gaming performance.

Texture Quality: VRAM is primarily used to store texture data. The more VRAM you have, the higher the quality of the textures that your system can handle. If you limit your VRAM to 3GB, you may have to lower your texture quality settings in order to avoid running out of VRAM.

Resolution: The higher the resolution of your game, the more VRAM you need. This is because higher resolution textures take up more VRAM. So, if you're playing at a high resolution (like 1440p or 4K), limiting your VRAM to 3GB might not be enough.

Performance Issues: If your game runs out of VRAM, it will have to start swapping data in and out of VRAM and system memory. This is a slow process and can lead to stuttering and frame rate drops.

That being said, not all games require large amounts of VRAM. Older games or games with less demanding graphics might run perfectly fine with a 3GB limit.

But in general, it's usually best to let your system manage its own VRAM usage rather than trying to manually limit it. Artificially capping VRAM could lead to reduced performance if the cap is set too low for the demands of your games or applications.
Last edited by alexsteh#1196 on Jul 27, 2023, 9:30:09 AM
this killing of performance on pcs is all to support poe mobile?

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