Memory Not Fully Deallocated Between Maps – Likely Causing GPU Crash (NVIDIA)

I had an NVIDIA driver crash while running a Trench map (T1 or T2, with corruption). My VRAM usage was at 4.1 GB before the crash, and dropped to 1.9 GB immediately after. After noticing this, I started monitoring how the game allocates VRAM:

1) Trench (Post-Crash): As I walked through the map again, VRAM allocation resumed. However, when I revisited the same areas I had already explored before the crash, no new memory was allocated.

2) Sump T1 - Core of Corruption: In the next map, I observed VRAM increasing to 4 GB, then dropping and rising again — suggesting that assets from the previous map were unloaded to make room for new ones.

3) Willow T2 - Cleansed: VRAM rose to 4.1 GB, fluctuating between 4.1–4.2 GB. At some point during this map, the NVIDIA driver crashed and restarted. I captured two images:



Image when the game crashed



Image just after the game recovered from the crash.

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System Information (DxDiag)
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Time of this report: 5/17/2025, 17:02:05
OS: Windows 10 Pro 64-bit (10.0, Build 19045)
System Manufacturer: ASUS
System Model: System Product Name
BIOS: 3002 (UEFI)
CPU: AMD Ryzen 7 5700X 8-Core @ 3.4GHz (16 CPUs)
RAM: 32 GB
Page File: 37.9 GB used, 49.9 GB available
DirectX Version: 12

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Display Devices
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GPU: NVIDIA GeForce RTX 4060 Ti
Driver Version: 32.0.15.7602
Driver Date: Apr 16, 2025
VRAM: 7949 MB Dedicated, 24274 MB Total
Display Mode: 1920 x 1080 @ 60Hz (DisplayPort)
Driver Model: WDDM 2.7
Hardware Scheduling: Enabled
Feature Levels: 12_1, 12_0, 11_1, 11_0, 10_1, 10_0, 9_3
HDR Support: Not Supported
Hybrid GPU: Not Supported

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Nvidia Drive Version
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Drive Game Ready - 576.02 Wed Apr 16, 2025

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Conclusion:
Based on the behavior I observed, the game appears to dynamically manage VRAM usage with a soft cap around 4 GB on my 8 GB GPU. During normal gameplay, memory is allocated as the player moves through new areas, but that memory isn't consistently released when transitioning between maps. After the crash, I noticed that previously visited areas no longer triggered new allocations — suggesting that the game retained those assets in memory or flagged them incorrectly as already loaded.

This pattern became more obvious after running multiple maps in a row (e.g., Trench → Sump → Willow), where memory allocation would climb near 4.1–4.2 GB, dip slightly, then climb again. This indicates some memory is being released, likely to stay under a target threshold — but not in a clean or deterministic way. The crash I experienced may have been caused by the engine attempting to reuse or unload memory that was still in active use by the GPU driver.

My proposal: when a map instance is closed, the client should explicitly and completely deallocate all assets tied to that instance, rather than relying on partial or on-demand cleanup. This could prevent VRAM buildup across multiple maps and reduce the risk of NVIDIA driver crashes caused by resource conflicts or dangling allocations.
Last bumped on May 19, 2025, 9:27:19 PM
V cool ty for sharing
I just got the crash and noticed the same thing. VRAM was around 4GB then dropped back to ~2GB after the crash.

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System Information
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Time of this report: 5/18/2025, 09:04:08
Machine name: GAMEPC
Operating System: Windows 11 Home 64-bit (10.0, Build 26100) (26100.ge_release.240331-1435)
Language: English (Regional Setting: English)
System Manufacturer: ASUS
BIOS: 3210 (type: UEFI)
Processor: 12th Gen Intel(R) Core(TM) i7-12700K (20 CPUs), ~3.6GHz
Memory: 32768MB RAM
Available OS Memory: 32062MB RAM
Page File: 20833MB used, 13276MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12

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Display Devices
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Card name: NVIDIA GeForce RTX 3070 Ti
Display Memory: 24048 MB
Dedicated Memory: 8018 MB
Shared Memory: 16030 MB
Current Mode: 2560 x 1440 (32 bit) (165Hz)
Driver File Version: 32.00.0015.7628 (English)
Driver Version: 32.0.15.7628
DDI Version: 12
Last edited by gingerpauls#2326 on May 18, 2025, 12:16:32 PM
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