So we'd probably need something better directly integrated into DXVK other then artificially telling the game that my GPU has less memory. Games can still over-allocate VRAM, with allocations ending up in sysmem, and then I'm seeing PCI bus utilization spike while at the same time fps drops. That said, my work-around isn't 100% bullet proof. Either by a per-game quirk or some heuristics. So they rely on behavior in Windows that's not available in Windows, and DXVK probably needs to account for that. Some games usually over-allocate VRAM by around the amount of VRAM allocated to the desktop. Yes, probably, and that works for the games in Windows - but it doesn't in Linux with DXVK. The games probably base their texture streaming pool size upon what D3D11 reports.
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