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Optimize descriptor pools/heap memory usage #69

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nbentyNV opened this issue May 11, 2018 · 1 comment
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Optimize descriptor pools/heap memory usage #69

nbentyNV opened this issue May 11, 2018 · 1 comment
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@nbentyNV
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Vulkan memory allocation policy seems to be different then DX12. It appears that DX12 lazily allocates memory for the QueryHeap, while VK allocates on request. There are 2 issues:

  1. Running the FeatureDemo on Vulkan consumes 800MB. DX Consumes about 200MB. Need to figure out where the difference is coming from.
  2. We should start with smaller heaps/set sizes and reallocate when we are out of the space (that should be straightforward)
@k3dexp
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k3dexp commented Jul 7, 2018

I can confirm the behavior reported in #63 for DirectX, with both the release and the debug builds. Just launching the template project consumes 2GB of GPU memory in my case. And as reported in #63, the culprit seems to be https://github.com/NVIDIAGameWorks/Falcor/blob/master/Framework/Source/API/Device.cpp#L84.

I am running the project on a mobile GTX 1070 with the latest drivers as of today.

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