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Tommato

GPU Doubt

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Hi All

 

I'm refactoring a very old code where large textures are scaled (downsampled) before to pass them to GPU. Does it make a sense now?

My case is common, user solves what (and how many) textures should be used, and his card can be any. How can I detect what amount of GPU memory usage is painless for performance? Or I should not worry about this at all?

 

Thx

 

Tom

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If it's very old code they're probably very small textures, so probability is that the current working set will quite easily fit in GPU RAM.

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As long as you don't use fancy stuff like bindless Textures, APIs like OpenGL or DirectX11 are free to move the texture where they see fit.

They may not even move your texture data to the VRam until you use it the first time. And they also can move it out of the VRam later one if there is not enough free memory anymore and the texture didn't get used for some time.

 

As already said, you most likely will have so much memory on any half modern computer that this won't be an issue at all.

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