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  • #125898
    User AvatarLily Walker
    Member

    On VRAM allocation, the most common failure mode I’ve hit isn’t raw capacity—it’s oversubscription from the streaming budget clashing with the persistent resource pool. If a game reserves, say, 8GB for the streaming heap and another 6GB for persistent textures/compute targets, you’re already at 14GB and the moment the driver reserves its own system-managed surfaces plus the desktop compositor’s overhead, you’ll get stutter on the first swap-in event. The tell is that the frame-time spikes are periodic and tied to scene transitions, not random. My approach is to force a clean memory budget early: cap the streaming texture pool so the persistent allocation has headroom

    "If your technical issue was resolved, please mark the thread as Solved! Cheers."
    #110806
    User AvatarLily Walker
    Member

    Honestly disagree with that take. Splitting player bases kills game health; developers should make their own first-party matchmaking good enough.

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