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Hmm, noticed something by accident - Wasted VRAM - AND AN EASY (2 clicks) FIX!

uqone

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When I noticed this, I just had to post it for everyone here...

I have ONLY tested this in VR, but I assume it will work for desktop too!


Curious? What's this all about?
Well, a complete accident, an AWESOME ACCIDENT!

So., while loading a scene in VR, I just happened to bring up the SteamVR overlay to change my headphone volume while it loaded.

When the scene finished loading, I looked at FPSVR... Strange... 5.1GB VRAM used. The scene normally uses 9.8 after loading... Odd...

Everything was working fine, scene-wise there was nothing missing or messed up, other then it seemed to make it set the render resolution in VaM to a low value (it looked low-resolution). I thought to myself, hmm, that's never happened before, but I instantly recognised what was going on.

So I went into the VaM settings and set the value back to what it should have been, PERFECT!

Looking at FPSVR again, hmm still only using 5.1GB of VRAM, instead of the normal 9.8GB. Everything looked and worked perfectly, nothing looked low resolution or anything.

To scientifically repeat the test, I then reloaded the game and scene, 9.8GB. Went into settings, set the resolution % to another (any), then back to my setting. BAM! VRAM cleared of crap again.

I also confirmed the VRAM usage with GPU-Z.

I spent the next 4 hours working on the scene, and saw absolutely no issues at all, just free VRAM.

TLDR (VRAM Saving):
It seems VaM is loading a crapload of stuff (most likely morphs not used by the scene - educated guess) into VRAM, and simply changing the render resolution % and then back again does a garbage collection on it.

I checked by using an unused morph, it loads on demand, so this looses absolutely nothing, but will reduce wasted VRAM by A LOT!

Anyway, enjoy your free VRAM!

MeshedVR:
Maybe the garbage collection toggles in settings should auto do this (or call the same unload function this triggers, especially the on load one, just set the res to anything [eg: 50%] and then back again)? This is absolutely worth a small patch. (Possibly also add "Start Microphone" that seems to be missing to the triggers also?? Please?)
 
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