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  • #120917

    Great topic. On VRAM allocation, the key thing most people miss is that it’s not just about total capacity but about how the allocation is partitioned across the texture, framebuffer, shader, and compute pools. In modern titles you’re often seeing the texture pool balloon past 12GB on ultra settings, and once you exceed the dedicated VRAM the driver falls back to page migration through the PCIe link to system RAM—which tanks frametime consistency far worse than a smooth 60fps drop. For competitive play specifically, this is actually a non-issue in most cases because shooters like Valorant, CS2, and Overwatch 2 use significantly lower res textures and don’t stress VRAM anywhere near 8GB at competitive resolutions. My recommendation is to cap texture quality

    🎙️ Shure SM7B + Cloudlifter CL-1 + Elgato Cam Link 4K (Sony ZV-E10)
    #119691

    For competitive play specifically, I’ve hit the wall on both approaches and the failure modes are pretty distinct. With spectral subtraction, your enemy is musical noise — those random tonal blips at low SN

    🎙️ Shure SM7B + Cloudlifter CL-1 + Elgato Cam Link 4K (Sony ZV-E10)
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