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ic0de

is gdebugger wrong or do I really have 300gb in renderbuffers?

5 posts in this topic

Gdebugger is reporting that I have 293,601,280 KB in render buffers allocated thats about 280GB. I have one 8x multisampled fbo which has 3 renderbuffers one of the renderbuffers is using GL_FLOAT (two colors and one depth). And another 3 non multisampled renderbuffers with the same setup. I think there may be a glitch in gdebugger where it is reporting MB as GB. Even so I think 280 MB is way two much for my renderbuffers. Is there any way to cut down on the size of my renderbuffers as they seem to be taking up a majority of the memory?
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Hi,

I get false values too, I use a 1024x1024 RGBA8 cubemap texture. This should take:
1024 (width) x 1024 (height) x 6 (sides) x 4 (bytes per pixel) ~ 25 MB
instead it says 148 MB... So it is definitely wrong.
As far as I've seen it, it report correct values for 2D textures, but false ones for pretty much everything else.
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[quote name='ic0de' timestamp='1354560787' post='5006717']I think there may be a glitch in gdebugger where it is reporting MB as GB[/quote]That sounds possible. What resolution are you using? At ~1080p with your described setup, and regular depth buffers, you would be somewhere around the ~280MiB mark...

Why do you need a multisampled G-Buffer [i]and[/i] a non-multisampled G-buffer? Edited by Hodgman
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[quote name='Hodgman' timestamp='1354628592' post='5007071']
[quote name='ic0de' timestamp='1354560787' post='5006717']I think there may be a glitch in gdebugger where it is reporting MB as GB[/quote]That sounds possible. What resolution are you using? At ~1080p with your described setup, and regular depth buffers, you would be somewhere around the ~280MiB mark...

Why do you need a multisampled G-Buffer [i]and[/i] a non-multisampled G-buffer?
[/quote]

My resolution is 1280x1024 and the reason I need both multisampled and non multisampled is because in order for the multisampled texture to be displayed it needs to be blitted to a normal buffer.
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At that res, I can't reconcile your description with the memory usage; must be a bug like mentioned earlier...

Regarding MSAA, you can only display a single target, so there should be a need to resolve 3 MSAA targets for display.
Is your 3xrender-target a g-buffer for deferred rendering? If so, averaging MSAA samples is non-sensical -- If you've got a red pixel facing the camera at 0m, and a green pixel facing 90deg at 1000m, then their averaged appearance is [b]not[/b] the same as the appearance of a purple surface facing 45deg at 500m.
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[quote name='Hodgman' timestamp='1354663894' post='5007227']
At that res, I can't reconcile your description with the memory usage; must be a bug like mentioned earlier...

Regarding MSAA, you can only display a single target, so there should be a need to resolve 3 MSAA targets for display.
Is your 3xrender-target a g-buffer for deferred rendering? If so, averaging MSAA samples is non-sensical -- If you've got a red pixel facing the camera at 0m, and a green pixel facing 90deg at 1000m, then their averaged appearance is [b]not[/b] the same as the appearance of a purple surface facing 45deg at 500m.
[/quote]

yep its a g-buffer but its for ssao not deferred rendering, I suppose it doesn't have to be multisampled since all it stores is normal vectors.
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