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10GB vram enough for the 3080? Discuss..

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Ahh one of them bitter driver boys eh! The cretaceous intel/nvidia die-hards.. you heard about the Chicxulub?
Actually I am after the amd 5870 mess they caused me with a driver update that broke all my flight sims and everyone else with addons and then me going too their forum in a nice manner for 3 months explaining the problem with many others , we all got banned and then I put the 5870 up for sale went GTX 580 and never looked back, they can go jump if they think they will ever see money from me for GPUS after that. They were also very rude their support staff because they knew the issues and were trying to hide them. Only thing I will buy is their CPUS now as they don't use AMD drivers.:D

Not a die hard or fanboy to any manufacturer, but the AMD GPU department can go jump after that mess they caused me and intel lol all my systems were intel till recently because now AMD makes them look silly and they work right.
 
In my analysis of Doom Eternal the very high vRAM usage comes from setting the Texture pool size to be large. So the engine reserves space in memory called the"Texture pool" which is used for the textures being used to paint the geometry around you. Textures are streamed in and out of that pool somewhat predicatively and intelligently, so as you reach checkpoints in the map they know they can remove old/unused textures and stream in new ones for the area ahead, and the engine has a complex set of rules for managing this this.

The video setting Texture pool size literally controls this, when set high it equals 2048MB (2Gb) of vRAM and in Ultra Nightmare it's 4608MB (4.5Gb). You can confirm this by entering the console by pressing the `key (left of the 1 key) and typing "is_poolsize" and hitting tab to auto complete it, the number after that command is the current value set in MB. You'll see as you change the menu setting (and click save) you can see which each setting refers to in terms of real number of MB reserved for, just type the command again and auto complete it.

So the games high memory usage of at Ultra Nightmare preset (which sets Ultra Nightmare Texture Pool size) about 7GB total usage, largely comes from setting that texture pool to be max. And this begs the question what actual benefit comes from doing that? If you play the game and dynamically change the texture pool size from Ultra Nightmare down to High and you save yourself 2.5Gb of vRAM but you'll notice if you do this while in game that nothing has changed texture quality wise, side by side screenshots and gameplay reveal no texture quality improvement, which means at Ultra Nightmare quality all the textures you need in the space around you fit into a 2Gb texture pool size, what is the other 2.5Gb used for? Well we don't have tools to inspect what is happening inside that texture pool, maybe the developers do but I don't think there's a way to enable that.

Seriously just go play the game, set it Ultra Nightmare presets play it a load, then change the Texture Pool Size option in the video section to High and leave everything else the same. See if you can spot any difference. You can't. All you're doing with that high 4.5GB of pool space is reserving a load of memory to one side internally in the engine, it's not necessarily reflective of actual use, which is why memory constrained cards can run it just fine in most cases, because it doesn't actually need all of that.

Thanks, that makes a lot of sense actually and explains what is actually happening there. And it also explains why 4gb vram lasted around 5 years...
People in 2015 were saying 4gb won't last even 2 years... but at 1080p it lasted until 2020 only now we are seeing games that use more than 4 gigs in the majority.....
I think 8gb will age a similar way...
 
In my analysis of Doom Eternal the very high vRAM usage comes from setting the Texture pool size to be large. So the engine reserves space in memory called the"Texture pool" which is used for the textures being used to paint the geometry around you. Textures are streamed in and out of that pool somewhat predicatively and intelligently, so as you reach checkpoints in the map they know they can remove old/unused textures and stream in new ones for the area ahead, and the engine has a complex set of rules for managing this this.

The video setting Texture pool size literally controls this, when set high it equals 2048MB (2Gb) of vRAM and in Ultra Nightmare it's 4608MB (4.5Gb). You can confirm this by entering the console by pressing the `key (left of the 1 key) and typing "is_poolsize" and hitting tab to auto complete it, the number after that command is the current value set in MB. You'll see as you change the menu setting (and click save) you can see which each setting refers to in terms of real number of MB reserved for, just type the command again and auto complete it.

So the games high memory usage of at Ultra Nightmare preset (which sets Ultra Nightmare Texture Pool size) about 7GB total usage, largely comes from setting that texture pool to be max. And this begs the question what actual benefit comes from doing that? If you play the game and dynamically change the texture pool size from Ultra Nightmare down to High and you save yourself 2.5Gb of vRAM but you'll notice if you do this while in game that nothing has changed texture quality wise, side by side screenshots and gameplay reveal no texture quality improvement, which means at Ultra Nightmare quality all the textures you need in the space around you fit into a 2Gb texture pool size, what is the other 2.5Gb used for? Well we don't have tools to inspect what is happening inside that texture pool, maybe the developers do but I don't think there's a way to enable that.

Seriously just go play the game, set it Ultra Nightmare presets play it a load, then change the Texture Pool Size option in the video section to High and leave everything else the same. See if you can spot any difference. You can't. All you're doing with that high 4.5GB of pool space is reserving a load of memory to one side internally in the engine, it's not necessarily reflective of actual use, which is why memory constrained cards can run it just fine in most cases, because it doesn't actually need all of that.

In older iterations of the engine with the smaller pool size texture compression was used which while very close to uncompressed there was some loss of sharpness in highlights and graininess or banding in dark areas of textures (they were still like 95+% close to the original uncompressed though) there was also a slight difference in how quickly distant surfaces were updated with higher quality LODs which wouldn't show up if you took 2 screenshots side by side but may be noticeable to the eye and/or in video comparison.
 
Interesting how even the ultra spec lists a 6 year old CPU, I'm still running a 6700k @4.3ghz and it doesn't seem to be causing me any issues yet with the 3080. Trying to justify a Ryzen 5800 and B550 mobo combo but the old system isn't letting me down yet.
 
That's got Nvidia's grubby paws all over it though. Look how they are saying that the 6800XT is no good for RT if that's what you want. :p
I don't think RT will be enabled for AMD cards when the game launches. It was mentioned previously by the devs and I'm not sure if that has changed since.
It's probably one of the reasons Godfall enabled RT for AMD only. If we end up going down this road of exclusive features for certain games depending on your GPU again I'm just going to give up on PC.
 
imagine the minimum being exactly 10GB, what are the odds of that.
(for RT Ultra)
Don't think it is. Just like with every other game where they just copy paste the cards vram. Remember Watchdogs recently? That did not need a full 10gb either. But we will see what's what soon I guess. Who knows, maybe a future update in 6-12 months will make a change where more than 10gb is needed.

Man that would be sweet!
Indeed it would sir :)


Looking like a fairly well optimised game to be fair. Be nice to have some RT with my 2080Ti but if not then 4k 60hz will do me just fine it looks like.
Yeah it does. I am sure it will have a ton of settings one can tweak and lose little to no image quality in return for a decent boost in fps if needed. There is always a few I turn off which I think makes image quality look worse like Depth of Field, Motion Blur, Chromatic abortion etc.


Aight, if you got the 6800 you can still play 1080p with ray tracing set to low - quite good for amd :D

https://wccftech.com/cyberpunk-2077-updated-system-requirements/
Lucky for me I have a 3080 (10GB is enough for me edition) then ;)
 
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