Open kscherer opened 2 years ago
Not too surprising if trying to use HVV makes it so that budget is pushed way too low. 4 GB VRAM isn't helping here.
Maybe we should restrict HVV usage to RBAR-enabled GPUs with ≥8GB of vram and limit the amount to allocate from it further?
Although this should be transparent to the application since our own allocations shouldn't affect the budget reported by the same process, so not sure why the blurry textures are happening.
It will be allocated in DEVICE_LOCAL, so it should affect the budget. I guess we can try just having non-HVV default for 4GB in general, there doesn't seem to be any tangible benefit anyways.
Yes it seems obvious in hindsight but it took me a long time to find the right option. I wish I could buy a GPU with more VRAM at a reasonable price. Even the new GPUs like the RX6500 have 4GB VRAM and almost same performance as RX580. Hopefully this helps others out there with low VRAM GPUs.
It will be allocated in DEVICE_LOCAL, so it should affect the budget. I guess we can try just having non-HVV default for 4GB in general, there doesn't seem to be any tangible benefit anyways.
Isn't the whole point of the budget that allocations made by the same process do not affect the reported budget?
Edit: I guess there might be an issue here since DXGI and D3D12 use different Vulkan instances.... might need to change DXGI to not use VK_EXT_memory_budget
then and just always report the full heap size or something.
The game runs well but looks terrible due to low resolution textures.
Ubuntu 21.04 kernel 5.13.0 RADV 21.2.2 (same issue with RADV 22) GPU: RX 580 4GB - Medium graphics With SMAA (no motion blur). Same issue with upscaling. Proton-GE 7.1-GE-2 (Same issue with Proton Experimental and previous Proton GE versions 7.0rc and 6.21)
I actually get better performance (35 fps vs 45 fps) in the benchmark with VKD3D_CONFIG=no_upload_hvv
Got the hint to try this option from Issue #864 because Death Stranding uses the same engine as HZD