ngl, the fact that this even works in a 32-bit app, given how broken D3D9's resource management is, is a miracle.
To answer your question, yes, DXVK will allocate resources in system memory if it runs out of VRAM, you can monitor it more closely with DXVK_HUD=allocations, any evicted allocations will have a grey bar.
Doesn't look like it's necessary in your case though.
It has nothing to do with miracles. A stable software foundation is all that matters.
• No sources of error: By avoiding unstable script injectors or flawed graphics frameworks,
Oblivion's core logic runs just as stably as it did on day one back in 2006.
• DXVK can truly shine: Because there is no other software interfering with the memory,
DXVK can translate and pass the graphics commands to the Vulkan API absolutely cleanly
and without any conflicts.
• Ultimately, my experiment demonstrates exactly what many modders often forget: less is more.
Raw texture data does not cause a game to crash, as long as the underlying program code is
kept clean and stable.
When I install DXVK and ReShade, the depth buffer flickers. Is there a solution for this?
I tested everything, but had no success.
DXVK_HUD=allocationsx1 2026-10
"First of all, thank you for DXVK. I am using DXVK in 'Oblivion 2006' with 4k-8k textures, and it's a dream. The highest VRAM usage I've seen was 21GB. What happens when the VRAM (RTX 5090) is full? Will it start using system RAM? I am also using 70GB of PrimoCache to speed up the streaming. However, there are still some stutters, at least until PrimoCache is warmed up."