Memory Distribution
Memory Distribution
I have a 16GB card. Can anyone explain why after a longer gaming session the performance seems to decline? It's clear it's getting slower once it hits around 9.2. I notice it keeps showing me a high usage percentage, which makes sense since it's tracking my progress. Also, even when the system is idle at 0%, the VRAM stays around 1.2 GB, idling in Windows. That doesn't seem right if I'm worried about performance issues. If this wasn't the case, I wouldn't expect such a slowdown. It probably isn't a major issue, but what purpose do those remaining 5 GB serve if I can't reach 10 before running into problems? I'm not sure, but it's hard to imagine. Usually only Windows, Task Manager, HWMonitor, a browser, and the game are using memory.
C++ garbage management. Memory issues generally arise when your program releases objects into scope, but with a GPU this must be handled on the hardware side, since the runtime doesn't automatically clean up when the CPU does. In engines like Unreal, leaks are rare; Unity tends to leak unless you make specific mistakes. Reference counting only frees memory when values reach zero, which can lead to unexpected chain reactions. Imagine an open-world game constantly pausing to release tiny memory chunks—performance would drop drastically. This is especially problematic with dual GPUs, where the OS reserves VRAM for frame buffers, limiting usable space. For example, a 4K display needs about 32MB of RAM regardless of settings. With multiple screens, that quickly exhausts available resources, forcing the system to use physical memory and impacting performance. Using the wrong tools to discuss this topic is also misleading.
I'm not claiming you're incorrect. It could be mere chance, and another factor might be responsible. The game will begin below 9 and last several hours; it stutters around 9.2. Occasionally I manage to play through it. Eventually it pauses again, returning to 8.9 or 9.0. I plan to obtain this tool the other person mentioned and investigate what people use it for. It's a bit disorganized, but I hope you can keep up: I'm trying to acquire this system informer. Your explanation is a bit confusing, but I'm curious about what others are doing. The other person suggested it's not the VRAM that's the issue. So, I want as much detail as possible about the situation. I have a 7950x with 64GB at 6400mhz and a 4080OC on a single 4K HDR TV. The game in question is RDR2. It's mostly separate, but more to the main point—if I need to run DLSS to get the game running smoothly or I end up with around 20 frames per second, then it demands about 12GB of RAM. For some reason, it can't cope. Enabling DLSS reduces VRAM usage, yet performance drops. So, I can still play at 4K. Still, I'm curious—what other configurations are used? If I can't utilize them, what alternatives exist? Back to your advice. It seems you're suggesting the Rockstar engine struggles to free up data from VRAM that's no longer needed. AGPU acts almost like a personal mini-PC inside a main system. When software doesn't match hardware performance, full potential isn't reached. Something else you mentioned was intriguing: having an integrated GPU and a dedicated one. I own an older laptop with an 11th-gen CPU, 32GB shared RAM, and an Intel Xeon M450. It's not great for gaming—even with max settings, I can only reach 1080p. The M450 has limited VRAM (just 2GB). When using the integrated GPU, I barely manage 16GB. I'm wondering if I could somehow tell Windows to run on one device and the game on another, or at least separate them for better performance.
I rely on that tool to detect leaks. If a leak exists, you'll notice a slow rise in GPU usage over time. A steady level suggests another process is consuming resources. DLSS is an upscaling method. Previously we handled antialiasing by rendering more then reducing size; now it renders less then enlarges. Using DLSS should lower memory needs in the render buffer, though it adds some GPU cost. Since it runs at a lower resolution, the trade-off can be acceptable. At full intensity it performs well as an antialiasing solution, but at half it may cause blur and delay. You can tell apps to switch to the iGPU or dGPU, though on budget laptops this isn't usually worth it. Generally, if your system has HDMI/DP ports, you can adjust the BIOS to select the desired GPU via the mux setting. If not, the dGPU remains hidden except through DirectX Render and OpenCL/CUDA (NVIDIA).