This is not a bug. DXVK caps the amount of video memory reported for 32-bit applications to 3GB deliberately in order to work around issues with misbehaving applications.
Also, 32-bit D3D11 applications cannot support more than 4GB of VRAM anyway due to API design limitations. In practice, there shouldn't be any downsides to this limitation because most 32-bit games need 2GB of VRAM at most, and DXVK uses the actual VRAM size to do its internal memory management.
Also, please do not use wined3d as a reference point. Use Windows as a reference point.
Also, 32-bit D3D11 applications cannot support more than 4GB of VRAM anyway due to API design limitations. In practice, there shouldn't be any downsides to this limitation because most 32-bit games need 2GB of VRAM at most, and DXVK uses the actual VRAM size to do its internal memory management.
Ah, yeah a 32-bit app would not be able to use 4GB Vram + whatever app memory from the actual app itself anyway... Just looked wrong :)
Also, please do not use wined3d as a reference point. Use Windows as a reference point.
Meaning? I should grab me a copy of Winblow$ to test things? Aint effin'g gonna happen :)
Nothing extracted yet.
Not sure if this is only happening in Unigine Heaven/Valley, or if other "games" have similar issues. Different apps like "GPU Caps Viewer" and such with some built-in vulkan/openGL tests seemingly shows correct memory.. But Unigine benchmarks in DX11 mode does not.
Software information
Unigine Heaven
System information
Unigine Heaven w/DXVK


Unigine Heaven w/WineD3D