protonscr

GPU Memory detection - Unigine Benchmarks

dxvkclosed
doitsujin/dxvk#691 · opened 2018-10-09 by SveSop · updated 2018-10-09 · 2 comments · github
SSveSop 2018-10-09 github

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

  • GPU: nVidia GTX 970 (4GB)
  • Driver: 410.57
  • Wine version: 3.17-staging(Git: cc4b28a99df649d2885c14fd28c2ad2f0c2abdad)
  • DXVK version: 08b241b3ea7e6204588c4412e977d0262f1f3557

Unigine Heaven w/DXVK
heaven_dxvk
Unigine Heaven w/WineD3D
heaven_wined3d

Ddoitsujin maintainer 2018-10-09 github

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.

SSveSop 2018-10-09 github

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 :)

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