Soldato
- Joined
- 25 Nov 2011
- Posts
- 20,679
- Location
- The KOP
Yeah that's what I was thinking at first too as noticed the same kind of issue with my ryzen 2600 when getting into crowded areas, even with medium crowd density, however, that doesn't happen with stock game on my ryzen 5600 i.e. when the 4-8k texture packs are removed, the problem goes away, perhaps it is just a combination of everything going on in addition to the 4k-8k texture packs i.e. overloading the cpu so cpu can't feed rest of system quickly enough? But then if you look at the stats, cpu usage is much the same overall throughout, it's mostly just the vram usage changing.
Good read that link too.
Could be related to this part
28.2.2 Texture Bandwidth
Texture bandwidth is consumed any time a texture fetch request goes out to memory. Although modern GPUs have texture caches designed to minimize extraneous memory requests, they obviously still occur and consume a fair amount of memory bandwidth.
Modifying texture formats can be trickier than modifying frame-buffer formats as we did when inspecting the ROP; instead, we recommend changing the effective texture size by using a large amount of positive mipmap level-of-detail (LOD) bias. This makes texture fetches access very coarse levels of the mipmap pyramid, which effectively reduces the texture size. If this modification causes performance to improve significantly, you are bound by texture bandwidth.
Texture bandwidth is also a function of GPU memory clock.