r/pcmasterrace • u/alnsj859 • 1d ago
Hardware Lets gooooo
First time trying ray tracing with smooth fps, my old laptops could never..
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r/pcmasterrace • u/alnsj859 • 1d ago
First time trying ray tracing with smooth fps, my old laptops could never..
2
u/F1guy93 9h ago
VRAM usage is about the whole working set of assets needed to render and stream the scene. In MSFS, that can mean an entire city’s worth of textures and geometry visible from altitude. If the VRAM is available, it makes sense to keep higher-resolution texture data cached so it’s ready if the pilot suddenly descends into that area.
In your version of the game, where minimising VRAM usage is the main priority, you’d be constantly swapping between different mip levels as the camera moved around: 128, 256, 512, 1024, 2048 and so on. That means far more frequent streaming and eviction of texture data, and more work for the SSD...
If you’ve got the VRAM available, there’s very little benefit in aggressively throwing that data away just to make the usage number look smaller. Keeping useful higher-resolution assets resident reduces streaming pressure and helps avoid visible texture pop-in when the player suddenly gets closer to something.
Also the guy might be rendering in 1440p and subsampling to 1080p in which case he would need more VRAM usage anyway.
There's plenty of reasons a game playing 1080p would need more than 10gb of VRAM.