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texture_set_shrink_all_x2_on_set_data and/or VRAM counting in editor doesn't work #39058
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Just updated to 3.2.3, issue persists. Now is 16.00EiB incorrectly reported as used in editor even without |
Im seeing 2 distinct issues here:
Regarding 1) I am not convinced that shrinking your textures should result in 1/4 the VRAM usage because of the way that VRAM compression works. It is very likely that the larger textures achieve a better compression ratio which offsets the benefit of reducing the size of your texture. Further, textures are not the only resources that occupy VRAM. So while 6514 mb seems to be your max VRAM usage, there is no indication of what part of that is used by your textures and what part is used by meshes, objects, and Godot internal data. Regarding 2), I don't know how Godot gathers VRAM usage, but it is clearly off. Further, as far as I know, it is impossible for an OpenGL app to capture VRAM usage as accurately as your hardware vendor's tools, so if you are really concerned about VRAM usage, its probably best to continue relying on NVTop anyway |
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@mnn Can you (or anyone else) still reproduce this bug in Godot 3.5.1 or any later release? If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop. |
Yes, VRAM use and reporting is still weird. Tested with 3.5.1 and GLES3. It's a different project than in OP, but still uses VRAM compression at 0.7. Those textures are most likely uncompressable, since it's just a noise.
I have to say, the MRP is minimal in code, but probably not in size. It has half a gig, you have been warned. Edit: The unhelpful nameless textures are still present (this is from MRP) |
Godot version: 3.2.1
OS/device including version: Linux 64b, NVidia 2080ti (440.82), GLES3
Issue description:
I have a following setup:
App
loadsMain
which loads a specific level. In case oflow_res
thetexture_set_shrink_all_x2_on_set_data
is called inApp._ready
before loading starts (App
usesResourceLoader.load_interactive
,Main
usesresource_queue
script from docs).*: Debugger -> Video RAM -> Total
**: VRAM per game process
Total VRAM in editor seems to be completely broken (EiB? 450MiB vs 6514MB from nvtop?), so I will ignore it.
If hi res version occupies ~6.5GB, why isn't low res version occupying quarter of that value (half size in two dimensions)? 53% vs expected 25% is a big difference. Maybe it's related to a VRAM compression (which we use)? Why is biggest asset (it's from a level) in both cases of same VRAM size? It seems to me that either "VRAM usage by resource" is broken in editor as well or
texture_set_shrink_all_x2_on_set_data
isn't working for all assets. I don't know how to proceed further in troubleshooting this.Unfortunately I cannot share the project.
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