protonscr

Borderlands 2 Ran out of video memory

dxvkopen d3d932-bitcan't reproduce
doitsujin/dxvk#5626 · opened 2026-05-10 by UnknownSuperficialNight · updated 2026-08-25 · 24 comments · github
2 matching comments, n / p to jump
UUnknownSuperficialNight 2026-05-10 github

Borderlands 2 Ran out of video memory error only when on dxvk while setting PROTON_USE_WINED3D=0

Main menu works but loading into a single-player or multiplayer game causes the error.

Image

Software information

game: Borderlands 2
launch options: PROTON_FORCE_LARGE_ADDRESS_AWARE=1 PROTON_USE_WINED3D=0 WINEDLLOVERRIDES="ddraw=n,b" mangohud %command% -NoStartupMovies -NoLauncher -NoSplash

System information

  • GPU: AMD Radeon RX 7900 GRE
  • Driver: amdgpu/Mesa 26.0.5
  • Wine version: GE-Proton10-34
  • DXVK version: 2.7.1
  • Resolution: 3440x1440

Log files

steam-49520.log

TTrevonn 2026-05-10 github

Works fine here.

Change your launch options to mangohud %command% -NoStartupMovies -NoLauncher -NoSplash

WARNING: Low /proc/sys/vm/max_map_count: 262144 will prevent some games from working

Also your vm.max_map_count is too low. Increase it to 1048576
https://www.elastic.co/docs/deploy-manage/deploy/self-managed/vm-max-map-count

UUnknownSuperficialNight 2026-05-10 github

Done same issue even with max_map_count fixed and the launch options

Seems to hit a 125362.864:0134:0214:err:virtual:try_map_free_area mmap() error Cannot allocate memory, range 0xffff0000-0xf0000, unix_prot 0x3. error at line 91004

steam-49520.log

KK0bin maintainer 2026-05-10 github

I can't reproduce the issue either. The game works fine for me.

UUnknownSuperficialNight 2026-05-11 github

Anything else I should do debugging wise?

KK0bin maintainer 2026-05-11 github

Are you using any mods or something like that?

UUnknownSuperficialNight 2026-05-11 github

Are you using any mods or something like that?

I'm not it's a fresh installation from steam

I am using millennium to inject html and css into steam but that shouldn't affect any game

DDigger1955 2026-05-11 github

Greetings, @UnknownSuperficialNight

You can try to resolve your issue by changing memory budgets in game's configuration file:

  1. Go to %USERPROFILE%\Documents\My Games\Borderlands 2\WillowGame\Config\.
  2. Find WillowEngine.ini file and BackUp it.
  3. In the %USERPROFILE%\Documents\My Games\Borderlands 2\WillowGame\Config\WillowEngine.ini find each config's option that is specified below and set it to the same value that is specified below:
[SystemSettings]
...
OnlyStreamInTextures=False
...
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=1,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
...
[MemoryBudgets]
AnimationMB=64
AudioMB=32
CodeMB=64
LevelObjectsMB=32
TerrainMB=32
GameDataMB=32
MaterialMB=16
ParticleMB=32
PhysicsMB=32
ScaleformMB=32
ShadersMB=64
SkelMeshMB=16
StaticMeshMB=32
TextureMB=2048
  1. Save changes and Run Game.

You may try to set OnlyStreamInTextures=True after you've checked game's stability with changed memory budgets, in order to improve texture quality. These memory budgets were calculated by me for DXVK 1.10.x, which does not have DXVK 2.x memory management improvements. I have tested them (fully completed game) at 2 different PCs on both DXVK 1.10.x and DXVK 2.x.

UUnknownSuperficialNight 2026-05-11 github

Greetings, @UnknownSuperficialNight

You can try to resolve your issue by changing memory budgets in game's configuration file:

1. Go to `%USERPROFILE%\Documents\My Games\Borderlands 2\WillowGame\Config\`.

2. Find `WillowEngine.ini` file and BackUp it.

3. In the `%USERPROFILE%\Documents\My Games\Borderlands 2\WillowGame\Config\WillowEngine.ini` find each config's option that is specified below and set it to the same value that is specified below:
[SystemSettings]
...
OnlyStreamInTextures=False
...
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODBias)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=1,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
...
[MemoryBudgets]
AnimationMB=64
AudioMB=32
CodeMB=64
LevelObjectsMB=32
TerrainMB=32
GameDataMB=32
MaterialMB=16
ParticleMB=32
PhysicsMB=32
ScaleformMB=32
ShadersMB=64
SkelMeshMB=16
StaticMeshMB=32
TextureMB=2048
4. Save changes and Run Game.

You may try to set OnlyStreamInTextures=True after you've checked game's stability with changed memory budgets, in order to improve texture quality. These memory budgets were calculated by me for DXVK 1.10.x, which does not have DXVK 2.x memory management improvements. I have tested them (fully completed game) at 2 different PCs on both DXVK 1.10.x and DXVK 2.x.

VRAM did go up, but the game still crashed loading in with those changes

steam-49520.log

UUnknownSuperficialNight 2026-05-11 github

Interesting i removed the config and started the game it did crash instantly i loaded in moved for a few seconds then it did the memory error

TTrevonn 2026-05-11 github

It looks like you're running Gentoo. Can you try the game with a fresh install of Fedora?

UUnknownSuperficialNight 2026-05-11 github

It looks like you're running Gentoo. Can you try the game with a fresh install of Fedora?

I don't have an extra drive to install fedora on, so I can't

though I have no issues on any other games even Borderlands the pre-sequel runs fine no issues

DDigger1955 2026-05-11 github

@UnknownSuperficialNight

Can you please provide your in-game graphics settings and upload your WillowEngine.ini?

Since you have no Ran out of video memory issue when using WineD3D, you may also try to disable GPL in DXVK, in order to lower VRAM usage. Add environment variable to your launch options:

DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = False"

UUnknownSuperficialNight 2026-05-11 github

@UnknownSuperficialNight

Can you please provide your in-game graphics settings and upload your WillowEngine.ini?

With your changes or with the default ones I was using before?

DDigger1955 2026-05-11 github

@UnknownSuperficialNight

With your changes or with the default ones I was using before?

Default ones.

Since you have no Ran out of video memory issue when using WineD3D, you may also try to disable GPL in DXVK, in order to lower VRAM usage. Add environment variable to your launch options:

DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = False"

UUnknownSuperficialNight 2026-05-11 github

@UnknownSuperficialNight

With your changes or with the default ones I was using before?

Default ones.

Since you have no Ran out of video memory issue when using WineD3D, you may also try to disable GPL in DXVK, in order to lower VRAM usage. Add environment variable to your launch options:

DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = False"

I think the DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = False" did fix it.

im using DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = False" PROTON_FORCE_LARGE_ADDRESS_AWARE=1 PROTON_USE_WINED3D=0 WINEDLLOVERRIDES="ddraw=n,b" mangohud %command% -NoStartupMovies -NoLauncher -NoSplash

and no crash so far loaded in just fine.

here is the ini just incase (had to rename it from ini to .txt for github to not complain)

WillowEngine.ini

DDigger1955 2026-05-11 github

@UnknownSuperficialNight

Ok.

I will provide configured WillowEngine.ini, recommended in-game graphics settings and additional information in a few hours.

DDigger1955 2026-05-11 github

@UnknownSuperficialNight

In short, the reason for the issue you observe is the DXVK's Graphics Pipeline Library (GPL) solution, that requires additional memory within game's address space. Since Borderlands 2 is 32-bit game and address space is limited - game crashes with error.

In your specific case, due to your desktop resolution (3440x1440) Borderlands 2 uses more memory and in conjunction with DXVK GPL it leads to crash on game loading.

You have several choices what to do next:

  1. You may use upstream DXVK with DXVK_CONFIG="dxvk.enableGraphicsPipelineLibrary = False" and not change any in-game settings or config files. It will probably work, but:
  • Without GPL game will exhibit severe stutter, until shader cache is compiled;
  • On prolonged sessions with multiple players, game may crash with Ran out of video memory.
  1. You may use upstream DXVK without disabling GPL and change in-game settings and config files.
  • Recommended In-Game Settings changes:
Ambient Occlusion - Off
Depth of Field - Off
FXAA - Off
PhysX Effects - Low
  • Recommended changes to WillowGame.ini:
SecondsBeforeConsideringRagdollRemoval=5.0
SecondsBeforeVisibleRagdollRemoval=15.0
SecondsBetweenRagdollRemovalAttempts=1.0
SecondsBeforePhysicsShutsDown=10.0
  • Your adjusted WillowEngine.ini. You should compare them to your original WillowEngine.ini to see the changes that were made:

    • WillowEngine_USN_2048.txt - Overall image quality is higher, due to DefaultPostProcessName=WillowEngineMaterials.CinematicScenePostProcess, but textures quality is slightly lower than with UHD Pack. Should give you better performance due to disabled Dynamic Shadows, Memory Pools adjustments and never crash with Ran out of video memory error. You may try to set OnlyStreamInTextures=True after you've checked game's stability with changed memory budgets, in order to improve texture quality.

    • WillowEngine_USN_4096.txt - Same as WillowEngine_USN_2048.txt with textures quality same as UHD Pack. May crash with Ran out of video memory error due to your display resolution.

  1. You may use alternative DXVK - DXVK-GPLALL. It has GPL disabled by default and it uses Async shader compilation method, so it will not have stutters or increased memory usage. So, as a result you may not change your current settings and play game as usual. You probably may even use WillowEngine_USN_4096.txt with OnlyStreamInTextures=True with DXVK-GPLALL.

My personal recommendation for the best image quality and performance is to use DXVK-GPLALL with adjusted In-Game Settings and Config Files.

Additional Info and the source of the aforementioned tweaks:

BBlisto91 2026-05-11 github

fwiw i have not been able to reproduce so far either on my 7900 xtx. Even with that specific resolution

DDigger1955 2026-05-11 github

@UnknownSuperficialNight

Since neither Blisto91, nor K0bin cannot reproduce this issue, and they probably checking it using SteamOS's defaults, you can also try to set vm.max_map_count to SteamOS's defaults:

vm.max_map_count = 2147483642

For a few Windows games running on Linux via Proton, default vm.max_map_count limit can actually be exceeded. Among the known games needing a higher memory map limit are DayZ, Hogwarts Legacy, Counter Strike 2, and others. In your case it may be Borderlands 2 with DXVK's GPL and your specific configuration.

DDigger1955 2026-07-29 github

Greetings again, @UnknownSuperficialNight

I am DXVK-GPLALL developer. Please, can you check DXVK-GPLALL 2.6.8-2? I am interested in your feedback.

Hhalflumi 2026-08-22 github

I can reproduce sustained 32-bit VA growth in Borderlands 2 (and CoD WaW) on native Windows. It does not appear to be GPL-specific. Alas, I've been trying to tackle this issue for a few months but had no luck so far. Figured I'd post my discoveries in case they're helpful.

System

  • Borderlands 2, D3D9/x86, 3840x2160 borderless
  • Windows 10 LTSC 2021, build 19044
  • RX 7900 XTX, AMD driver 32.0.23033.1002 (Vulkan driver 2.0.388)
  • Official DXVK 3.0.2; 2.7.1 also reproduces

Results

Over matched ~45-minute runs:

Renderer/config Occupied VA Private commit Largest free block
Native D3D9 -4.6 MiB -3.8 MiB 0 MiB
DXVK 3.0.2 +711.7 MiB +690.9 MiB -654.6 MiB
DXVK, GPL disabled +670.2 MiB +673.0 MiB -607.6 MiB
DXVK-GPLALL 2.6.8-2 +687.9 MiB +681.8 MiB -655.4 MiB

DXVK retains new private 32/64/128 MiB extents; after reaching 128 MiB, another appears roughly every 10 minutes. Disabling descriptor buffers also reproduces it.

I also added opt-in logging around DXVK 3.0.2's memory allocator. In a 12-minute instrumented run, Windows gained a new committed private 128 MiB extent at 0xab270000, and the largest free block dropped by exactly 128 MiB.

After aligning clocks, the Windows extent appeared around allocator time 660 seconds. DXVK's final allocator event was at 162.170 seconds, with no chunk allocation, dedicated allocation, or free near the Windows event. The only DXVK 128 MiB chunks were allocated during startup and were reported 100% utilized.

I've attached the instrumented DXVK log/patch, VA samples and bracketing snapshots, plus the GPLALL log, samples and exact build hashes: upstream-report-5626.zip. LMK if there is anything else I can provide.

@Digger1955

I tested the exact generic SSE2 Windows build of DXVK-GPLALL 2.6.8-2 as well. It loaded correctly with GPL disabled and Async enabled, and it completed the matched 45-minute run without crashing. However, VA did not plateau: it retained the same 32/64/128 MiB staircase, including four new 128 MiB extents at 535, 1235, 1920 and 2600 seconds.

Ddoitsujin maintainer 2026-08-22 github

So tl;dr it's not Vulkan memory allocations but it could still be literally anything else, including the driver or just game getting confused by something we do that native d3d9 doesn't.

FWIW I ran the game for about an hour now, but depending on the area it was stable around 3.0-3.1GB virtual address space used, not sure how to reproduce this.

Mmati865 2026-08-22 github

This game unfortunately it very prone to going out of video memory address space, even natively on Windows. It depends not only on your settings but also the test location. Frankly, nobody here mentions whether they use optional (not installed by default) Ultra HD texture pack: https://store.steampowered.com/app/941170/Borderlands_2_Ultra_HD_Texture_Pack/

Last year when I was running it on Windows 11 with Nvidia RTX 4000 series GPU, maxed out settings, 3840x1600 resolution and the official Ultra HD textures enabled, BL 2 would crash with VRAM error in a particular spot inside Dahl Abandon location. With ~80% reproducibility rate, even when the game was just launched. Outside of that particular place the VRAM crashes were rare.

On the other hard, with the exactly same setup on Linux (including PhysX) I could complete the entire DLC with Dahl Abandon (and some others) and got only 2 or 3 "out of VRAM" crashes through the entire course. Also the place that used to cause crashes on the Windows worked fine on Linux, even during long sessions.

Hhalflumi 2026-08-25 github

Yea, this is indeed quite the mind-boggling phenomena.

I don't have the Ultra HD texture pack. Though I switched from a 5950x + 128G DDR4 build to one with 9800x3d + 32G DDR5 in the last month. In the last batch of testing, I can survive 90 mins where I previously could barely do 30 before VA exhaustion. It's hard to tell the deciding factor with all the system changes

I can hopefully test more hardware combos next time. I reckon Opus initially told me that this might be a large DRAM + SAM issue. So far it looks weirdly plausible.