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OpenGL (deferred) renderer taking a lot of VRAM #27924
Comments
Please post to #27659 instead. Additionally opengl deferred is kind of generally considered as a "black sheep" of sorts, as in it exists because it was easy to make it happen already, but it's slow and generally any other renderer is better in comparison. |
I do actually want linux users to test opengl deferred. I've personally seen a reduction in frame spikes. As for the VRAM issue, that's likely the memory leak we've been seeing with Veldrid as a whole (Vk/D3D/MTL too...). |
I thought I read somewhere you saying that opengl deferred "can't work well in general" or something? Or did I just hallucinate that? |
Yes! I was vaguely aware of the memory leak with the renderers (I read about the issue somewhere before but can't find it before opening this one). To clarify, OpenGL deferred is the best working renderer for me (apart from the VRAM issues). Vulkan struggles to put out frames (looking at around 8ms lag every frame) and the legacy renderer is somehow burning my CPU (uploading data to the GPU?). I'll put all the stuff here and further updates to the other linked issue. |
I think you hallucinated that 😄 I don't want Windows users to use it which is why I've hidden it on that platform. There are reasons why I might've said that for veldrid+gl though, and I stand by it. |
Type
Performance
Bug description
When using the OpenGL (deferred) renderer, the performance stays consistently good (even better than the legacy renderer), until the memory pressure increased significantly enough to cause swapping. This then induces ocassional lag spikes. The game can take up to 3GB of my GTT (from my understanding this is the RAM used to transfer data to GPU) and almost fill up my VRAM. I am using a laptop with 8GB RAM so this is noticeable.
Screenshots or videos
Version
2024.412.1-lazer
Logs
compressed-logs.zip
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