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Again why I had the 680 4GB but got slagged as it never had the grunt to use 4GB but IMO it could use more than 2GB (3GB or so) so....
One of those black/white EVGA FTW custom blowers + Backplate models, looked the dogs.![]()
Texture memory demands have no doubt been kept stagnant for years by old consoles lagging PC hardware.With future proofing and vRAM, these days it's less of a problem than it used to be. Namely because vRAM used to be predominantly used for texture budgets in older games, whereas today much more of the vRAM is used on other effects...
Going forward this newer trend is only going to get more acute as we move towards much faster real time streaming of assets from super fast m.2 drives with DirectStorage, that's going to really keep a lid on how much asset data we need to store in vRAM at any one moment. The faster the I/O to vRAM is, the more we can push vRAM towards using that memory for effects that are being drawn on screen in the current frame, rather than a kind of dumb cache of textures a lot of which aren't even in use. That's kinda old school now, in fact the PC for once is actually lagging in this regard, way behind the consoles. Their adoption of this will drive us in that direction very rapidly once developers catch on and the engines start making full use of it.
Texture memory demands have no doubt been kept stagnant for years by old consoles lagging PC hardware.
DirectStorage changes nothing in need of VRAM for pushing boundaries.
I'd be more concerned with a graphics card's total memory bandwidth,
Classic example of when I say fixing VRAM issues is usually easy. Very few games are going to get developed in the historical, short and medium term that genuinely require more than 8GB VRAM because they don't want to cut off such a huge proportion of gamers. They'll keep offering these settings to keep it under check.8-9gb or with it enabled on high, about 5gb vram disabled on high texture res. Personally, I don't mind turning it off, it only makes a small visual difference in gameplay
In 2022/2023, Unreal Engine 5 (likely other engines too) will be using photogrammetry to capture details from photographs of real objects, I think this will result in much higher texture detail and corresponding VRAM usage on higher settings. New consoles will need that extra VRAM.
Yeah but again their very own engine tech demo/videos literally covers how worlds are zoned into regions and as you pass in/out of those regions it calculates what you can see and adjusts essentially what is in memory. The trick here is that very high quality models and textures are only needed right up close to your point of view, as objects appear more distant you simply cannot resolve all that detail and you can swap it out lower quality variants of the textures. Mixed together with LOD systems and the zoning of worlds into sections, along with some clever predictive code you can only hold in memory the highest quality assets for when they can be appreciated, which is right up close to your viewport.
I think that's all quite theoretical and based on game developers knowing how to get most out of the UE5 game engine (e.g. for Levels of Detail) and the type of game they are making, e.g. strategy, FPS/third person, open world sandbox etc. I think for other game engines (proprietary or free to use), many developers will want to use similar photogrammetry + 3D imaging techniques, but I doubt they will be well optimized for texture streaming, which often seems to suffer in open world games like GTA V and Assassin's Creed titles.
I liked KCD, I can't remember purely from memory what the texture streaming was like in that game, I know performance was not great but I suspect it's because they're a smaller studio with less resources to make the game. I think its was originally funded through crowdfunding. The studio was acquired and is way bigger now so I expect if they're working on a sequel they'll be able to hire a lot of technical engineers to get the most out of the engine. It's a very nice looking game though, foliage and natural stuff like that is hard to get looking good without being computationally expensive.
You kinda needed a SSD to avoid texture pop in and stutters (big city, monastry) . It improved a lot moving from an HDD to a modest SATA3 SSD and then even a little bit more to a .m2 SATA3 drive.
I wouldn't look too much into current gen games to base the needs of vRAM for next ones. Plenty of low quality assets around.
I was going to say I don't really recall texture pop in being a problem for me. But then I have an more exotic RAID 0 array of 2x M.2 NVMe Samsung 960 Pros which max out at the full PCI 4x bandwidth of 4GB/sec. Other games that had pop in and/or stutter as you load between zones are gone as well. Subnautica was terrible for that loading in new biomes and fast disk sorted that right out. This is why I'm excited for DirectStorage, and to upgrade to a PCI-E 4.0 motherboard to raise that cap to 8GB/sec