Caporegime
Great potential in this thread and I would love to see the fps as well as the VRAM used. This would show if it is playable or not.
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Great potential in this thread and I would love to see the fps as well as the VRAM used. This would show if it is playable or not.
In the past, you'd be mostly interested in resolution, because the framebuffer was by far the largest resource. Today the resolution is generally not a very big factor in the total memory consumption. Although with huge resolutions and excessive MSAA it could matter. At 2560x1600 8xMSAA you need 281MB for the back buffer, front buffer and depth buffer. Normal settings will of course only be a fraction of that. Like 1600x1200 4xMSAA is 66MB, which is not much on a 512MB card. The things you should look for when it comes to memory these days is texture settings and geometric detail. [source]
Gets a bit complicated, but I think there's do-able math there. General idea is that the difference between 0xAA and 8xMSAA is calculatable... therefore predictable... being able to say this sort of thing could be useful:
Using 4xMSAA at 1080p always costs x MB.
May also be an idea to state if vsync is used, as I'd imagine if the cards aren't pushing to their max vram would be reduced?
Shouldn't affect it. Vsync would reduce the load on the GPU but the same textures/effects are still required to be rendered irrespective of what framerate they're running at.
Could be wrong though!
Vsync will actually increase vram usage slightly because the frames are stored in the buffer. I witnessed this myself on battlefield 3.
Provide
- Name of game
- Resolution played at
- General indication of quality (Ultra, High, Medium, Low) (xAA if you know)
- Name of GPU
- How much Video Memory was used? (max)
Name of GPU? My mind instantly thought: "Trevor"