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Mira Yurizaki

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About Mira Yurizaki

  • Title
    Beep boop

System

  • CPU
    AMD Ryzen 7 2700X
  • Motherboard
    MSI B450M Mortar Titanium
  • RAM
    2x8GB DDR4-3200 Corsair Vegnence LED
  • GPU
    EVGA GeForce RTX 2070 Super XC
  • Case
    NZXT H400i
  • Storage
    250GB Samsung 970 Evo, 1TB Crucial MX500, 1TB 2.5" Seagate Barracude Pro
  • PSU
    Corsair RM550x
  • Display(s)
    ASUS PG279Q, Dell P2715Q
  • Cooling
    Corsair H100i Pro
  • Keyboard
    Corsair K70 Lux
  • Mouse
    Logitech G502
  • Sound
    Sound BlasterX AE-5, Logitech Z906, Sennheiser HD6XX
  • Operating System
    Windows 10 Pro

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Single Status Update

See all updates by Mira Yurizaki

  1. Some fun with VRAM testing using GTAV! I was curious about GTAV's VRAM behavior and decided to run a few tests observing only VRAM on the extreme ends. To start, I set every option to the lowest setting or off, at 1080p, and with DirectX 11. To monitor the data, I used a combination of PerfMon, Task Manager (it wasn't needed, but it helped), and GPU-Z.

     

    Here's the settings with everything at low:

    20190428084442_1.thumb.jpg.35a7d1ad1ad96f0b561b3cc7d8f485e2.jpg

    Spoiler

    === SETTINGS ===
    Display: 1920x1080 (Windowed) @ 143Hz VSync OFF
    Tessellation: 0
    LodScale: 0.000000
    PedLodBias: 0.200000
    VehicleLodBias: 0.000000
    ShadowQuality: 1
    ReflectionQuality: 0
    ReflectionMSAA: 0
    SSAO: 0
    AnisotropicFiltering: 0
    MSAA: 0
    MSAAFragments: 0
    MSAAQuality: 0
    SamplingMode: 0
    TextureQuality: 0
    ParticleQuality: 0
    WaterQuality: 0
    GrassQuality: 0
    ShaderQuality: 0
    Shadow_SoftShadows: 0
    UltraShadows_Enabled: false
    Shadow_ParticleShadows: true
    Shadow_Distance: 1.000000
    Shadow_LongShadows: false
    Shadow_SplitZStart: 0.930000
    Shadow_SplitZEnd: 0.890000
    Shadow_aircraftExpWeight: 0.990000
    Shadow_DisableScreenSizeCheck: false
    Reflection_MipBlur: true
    FXAA_Enabled: false
    TXAA_Enabled: false
    Lighting_FogVolumes: true
    Shader_SSA: false
    DX_Version: 2
    CityDensity: 0.000000
    PedVarietyMultiplier: 0.000000
    VehicleVarietyMultiplier: 0.000000
    PostFX: 0
    DoF: false
    HdStreamingInFlight: false
    MaxLodScale: 0.000000
    MotionBlurStrength: 0.000000

    Note that the game guessed it would use about 1GB of VRAM. After getting towards the end of the benchmark, this happens:

    gtav-low-settings-vram.thumb.png.e693180b4a8d9d22949e265b37dc750e.png

     

    Weird. At the end of the benchmark GTAV was using over twice the VRAM it said it would. And it was gradually climbing over the past minute. Also note that GPU-Z was reporting an additional 900MB on top of what GTAV was really taking up (which makes sense, because a lot of other things are using VRAM)

     

    The next test was to crank up only the options that actually changed the VRAM estimate:

    20190428130138_1.thumb.jpg.39ce9cd08e8b0f12c14f2df7be5e5b29.jpg

    Spoiler

    === SETTINGS ===
    Display: 1920x1080 (Windowed) @ 143Hz VSync OFF
    Tessellation: 0
    LodScale: 0.000000
    PedLodBias: 0.200000
    VehicleLodBias: 0.000000
    ShadowQuality: 3
    ReflectionQuality: 3
    ReflectionMSAA: 8
    SSAO: 2
    AnisotropicFiltering: 0
    MSAA: 8
    MSAAFragments: 0
    MSAAQuality: 0
    SamplingMode: 0
    TextureQuality: 2
    ParticleQuality: 0
    WaterQuality: 2
    GrassQuality: 0
    ShaderQuality: 2
    Shadow_SoftShadows: 0
    UltraShadows_Enabled: true
    Shadow_ParticleShadows: true
    Shadow_Distance: 1.000000
    Shadow_LongShadows: false
    Shadow_SplitZStart: 0.930000
    Shadow_SplitZEnd: 0.890000
    Shadow_aircraftExpWeight: 0.990000
    Shadow_DisableScreenSizeCheck: false
    Reflection_MipBlur: true
    FXAA_Enabled: false
    TXAA_Enabled: false
    Lighting_FogVolumes: true
    Shader_SSA: true
    DX_Version: 2
    CityDensity: 0.000000
    PedVarietyMultiplier: 1.000000
    VehicleVarietyMultiplier: 1.000000
    PostFX: 3
    DoF: false
    HdStreamingInFlight: false
    MaxLodScale: 1.000000
    MotionBlurStrength: 0.000000

    The game claims it'll use about 4.17GB of VRAM. So let's see how accurate that is this time.

    gtav-high-vram.thumb.png.d7ecc517237f65fef8bd04e763bad28b.png

    Not bad. 190 MB over estimate, 290 MB if you include "Shared GPU memory"

     

    The final test was to crank everything else to max, just to see if more effects and glourious graphics would creep up VRAM usage in a way the game couldn't account for.

    Spoiler

    === SETTINGS ===
    Display: 1920x1080 (Windowed) @ 143Hz VSync OFF
    Tessellation: 3
    LodScale: 1.000000
    PedLodBias: 0.200000
    VehicleLodBias: 0.000000
    ShadowQuality: 3
    ReflectionQuality: 3
    ReflectionMSAA: 8
    SSAO: 2
    AnisotropicFiltering: 16
    MSAA: 8
    MSAAFragments: 0
    MSAAQuality: 0
    SamplingMode: 0
    TextureQuality: 2
    ParticleQuality: 2
    WaterQuality: 2
    GrassQuality: 3
    ShaderQuality: 2
    Shadow_SoftShadows: 5
    UltraShadows_Enabled: true
    Shadow_ParticleShadows: true
    Shadow_Distance: 1.000000
    Shadow_LongShadows: false
    Shadow_SplitZStart: 0.930000
    Shadow_SplitZEnd: 0.890000
    Shadow_aircraftExpWeight: 0.990000
    Shadow_DisableScreenSizeCheck: false
    Reflection_MipBlur: true
    FXAA_Enabled: true
    TXAA_Enabled: false
    Lighting_FogVolumes: true
    Shader_SSA: true
    DX_Version: 2
    CityDensity: 1.000000
    PedVarietyMultiplier: 1.000000
    VehicleVarietyMultiplier: 1.000000
    PostFX: 3
    DoF: true
    HdStreamingInFlight: false
    MaxLodScale: 1.000000
    MotionBlurStrength: 1.000000

    Before I started the test, I noticed something weird. PerfMon was already claiming that GTAV committed nearly 2GB of VRAM. I can't explain this other than the game is anicipating something, but I didn't pay attention to this with the other tests (and I'm too lazy to go back :P)

    gtav-everything-max-pre-benchmark.thumb.png.8b305672c587b69537cef42af7dbda8b.png

     

    Note the VRAM estimation didn't change from 4.17GB. With that in mind, let's see how it does:

    gtav-everything-max.thumb.png.6611e00792ae91c75525c2c9dce8eb20.png

    Nothing changed! So those extra shiny effects really don't take up more VRAM.

     

    So what's the real point here? At the moment, I don't have any. You might say that at the lower end, VRAM pressure may increase or there's a "VRAM leak" somehow. But at the same time, how do I know the OS, drivers, or firmware doesn't retain data in VRAM for the application, "just in case"?

     

    Background on how I'm gathering this data:

    https://linustechtips.com/main/blogs/entry/1602-process-for-gathering-video-card-data-when-analyzing-application-behavior/

    1. Chunchunmaru_

      Chunchunmaru_

      I want to test it with DXVK, even though I doubt changing the API would change VRAM usage

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