IMO no.We also ran a cross-check with the GeForce RTX 2080 Ti, and flying over a dense London resulted in full graphics memory usage close to 11GB.
I'll have to bring to your attention the fact that people don't buy brand new "flagship" cards just to have to lower settings to get playable performance on day one! If the cards simply came with a couple more gigs of ram, this wouldn't even be worth talking about. However, it is worth talking about because games are pushing past 8gigs already, often getting close to it at 1440p. That's today. There is a Marvel comics (or whatever) game that blows past 10.5GB at 4k already using HD textures. You telling me people spending $700+ on a new "flagship" GPU won't be pissed when they get hitching because they had the audacity to use an HD texture pack in a new game?Yes it is enough for 1440p and even for 4K. Again let me remind you that PC games have various graphics presets like Low, Medium, High, Very High and Ultra.
Ultra is useless as it is just for showing off. 8GB is enough for 4K at medium or High settings unless you can prove otherwise.
Was that actual usage measured by an app on the background? Becuause if it showed orange in the settings page of the game, I don't think that is memory that is actually used but what the game "thinks" it will need. But I do agree, if you want all bells and whistles on at higher than 1080p with rays tracing, you want to feel safer with more than 10gb.I went back to Resident Evil 2 remake for another playthrough today. Full ultra 3440x1440, 12.5GB of VRAM usage and an orange warning (my card has 16GB). Marvel Avengers spiked above 8GB as well with settings below max. Just 10GB feels way too low for anything above 1080p to me.
I did two tests on RE3 remake a while back. One on my 7950 and one on my GTX 970.I went back to Resident Evil 2 remake for another playthrough today. Full ultra 3440x1440, 12.5GB of VRAM usage and an orange warning (my card has 16GB). Marvel Avengers spiked above 8GB as well with settings below max. Just 10GB feels way too low for anything above 1080p to me.
That is without ray tracing that will come laterGodfall is running at 70-100fps at 4K Ultra/Epic on the 3080. So it's OK I guess.
It runs at 1440p/60 or 4k/30 on the PS5 I think, so it's a-ok...
Games do compress textures, of course, and employ a lot of different tricks to save memory. The DirectX preferred texture formats are DXT1 for RGB textures and DXT5 for RGBA textures. A 4096x4096 texture consumes, respectively, 10.7MB and 21.3MB, including the generated mipmaps. But, games use textures for many things, even on the same object: color textures, normal maps, smoothness/metallic maps, subsurface scattering maps, ambient occlusion maps, detail textures, etc. Some of those can be combined in a single texture, but it's not uncommon for games to use 3 or more textures for a single object. Every object needs those maps, since they're crucial to make the object react realistically with the scene's light sources.Going back to my #6 point, a 4K screen (3840*2160), if you had an uncompressed image that size at 32bits color per pixel = 3840*2160*32=265,420,00 bits = 33,177,600 Bytes = 33.2MB. For 1GB, you can hold almost 31 of these images. That's uncompressed. Are game developers so unoptimized where they're just using graphic assets without thinking about memory, optimizations, and reuse?
I guess I can make a game where each of my on screen characters use a unique texture file where I need the entire file even if only a fraction will be display. Each inanimate object also use distinct textures. Instead of 4k, why not use 16k quality assets. That will make it look super uber detailed on a 1080p screen right? Sure, memory will become a problem.
Choose the best answer and discuss the nuance in the comments.Having only a yes and no option seems too limiting. My answers would be, "Yes for 99% of games, but there will be one or two before that point where 10 GB is a limiting factor."
How much of a deal that is probably depends on the game. I don't think it will be a major issue unless someone keeps the card for 5+ years and at that point people are likely running lower settings anyhow.
Even with consoles moving to 16 GB of memory now it's still going to take a while before games use that as a baseline.
Xbox will have 10 GB fast dedicated for GPU. Games get to use 13,5 GB max and rest is for OS and other background stuff. 10 GB will probably be fine for quite some time.Having only a yes and no option seems too limiting. My answers would be, "Yes for 99% of games, but there will be one or two before that point where 10 GB is a limiting factor."
How much of a deal that is probably depends on the game. I don't think it will be a major issue unless someone keeps the card for 5+ years and at that point people are likely running lower settings anyhow.
Even with consoles moving to 16 GB of memory now it's still going to take a while before games use that as a baseline.
We know Ampere will support Microsoft DirectStorage, which is supposedly the JIT streaming tech in the Xbox Series X. I will be very disappointed in AMD if they don't include the same tech in RDNA2.I said "No" because I believe that in 3 years, we'll have console ports that leverage most, if not all, of the console's available RAM (~10-13 GB), and knowing how PCs are less optimized than consoles, those games will require more VRAM than they do on consoles.
The future of video games is to compress as much of the game assets as possible, and then stream in the compressed data as fast as realistically possible, ideally in real-time right before it's needed if possible. Any data that needs to arrive faster than real-time will need to be moved onto RAM ahead of when it's actually needed, and given how PCs don't have dedicated compression and decompression hardware, I think there will be likely that console-to-PC ports take up a larger memory footprint than they do on consoles. In other words, games that are not designed to leverage SSDs and just-in-time streaming of assets will need to have more assets stored in RAM at any given time if they are to maintain the same asset quality of games that do leverage JIT streaming.
I wonder how games will manage then if you don't have a GPU or SSD capable of supporting JIT streaming. Will certain settings, e.g. high res textures, be simply blocked off to you if the game detects you don't have a system capable of streaming in the assets fast enough without bogging down the game? I suppose the alternative is that you get texture pop but that can be alleviated by simply having more RAM, if I'm not mistaken, which goes against the idea of needing less RAM moving foward.We know Ampere will support Microsoft DirectStorage, which is supposedly the JIT streaming tech in the Xbox Series X. I will be very disappointed in AMD if they don't include the same tech in RDNA2.
Exactly. That API works when you have hardware that meets a performance baseline. Is the game going to run a storage benchmark on the assets before it lets you flip that on? I mean, flipping that on when you have all your games on rust drive is likely to have very little impact.I wonder how games will manage then if you don't have a GPU or SSD capable of supporting JIT streaming. Will certain settings, e.g. high res textures, be simply blocked off to you if the game detects you don't have a system capable of streaming in the assets fast enough without bogging down the game? I suppose the alternative is that you get texture pop but that can be alleviated by simply having more RAM, if I'm not mistaken, which goes against the idea of needing less RAM moving foward.
I don't have details on how the DirectStorage stuff works, but they might be able to leverage multiple tiers of storage including system RAM, an SSD cache, and the actual storage (SSD or HDD) that the game is installed to, all of which will be compressed until it gets to the GPU. This way you would have uncompressed assets needed right now on the GPU's VRAM, compressed assets that might be needed very soon on system RAM, compressed assets that might be needed soonish on an SSD cache drive, and the rest on of it compressed on spinning rust. Done right, PCs with 16+ GB of system RAM in addition to 8+ GB of VRAM might have a significant advantage over consoles that have less (V)RAM, but maybe faster storage.Exactly. That API works when you have hardware that meets a performance baseline. Is the game going to run a storage benchmark on the assets before it lets you flip that on? I mean, flipping that on when you have all your games on rust drive is likely to have very little impact.
Even SATA SSDs are unlikely to have the raw throughput that games built around this API/Console storage subsystems are expecting. To get similar performance, you'll need a solid SSD (read, anyway) on a PCIe interface for huge burst transfers with low latency.
That makes the amount of normal gamer PCs that could really leverage this technology as likely laughably low.
I bought a 2TB NVME because I was tired of having an sata connections at all in my rig, but I think it is much more fashionable right now for a NVME boot drive backed by one or more larger and cheaper sata SSD drives.
Practically speaking, most computers can really only have one NVME drive at full bandwidth atm?
I didn't read the whole thing, but I think it's NVMe only?I don't have details on how the DirectStorage stuff works, but they might be able to leverage multiple tiers of storage including system RAM, an SSD cache, and the actual storage (SSD or HDD) that the game is installed to, all of which will be compressed until it gets to the GPU. This way you would have uncompressed assets needed right now on the GPU's VRAM, compressed assets that might be needed very soon on system RAM, compressed assets that might be needed soonish on an SSD cache drive, and the rest on of it compressed on spinning rust. Done right, PCs with 16+ GB of system RAM in addition to 8+ GB of VRAM might have a significant advantage over consoles that have less (V)RAM, but maybe faster storage.
Why NVMe?
NVMe devices are not only extremely high bandwidth SSD based devices, but they also have hardware data access pipes called NVMe queues which are particularly suited to gaming workloads. To get data off the drive, an OS submits a request to the drive and data is delivered to the app via these queues. An NVMe device can have multiple queues and each queue can contain many requests at a time. This is a perfect match to the parallel and batched nature of modern gaming workloads. The DirectStorage programming model essentially gives developers direct control over that highly optimized hardware.
Even worse if you think the 3070 is clearly a 4K card as well but the limit on the vram really makes it a cautious choice.Gonna say no. I can tell MS flight sim 2020 is making my 1080ti chug. I've seen some other games like resident evil 2 and call of duty use up my vram pretty quickly if I want to turn up the settings like I used to.
I would prefer more especially for 4k but I currently game in 3440x1440 and in VR sometimes too.
The Nvidia guy in the reddit AMA said it wasn't NVME exclusive, which is nice.I didn't read the whole thing, but I think it's NVMe only?
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DirectStorage is coming to PC
Earlier this year, Microsoft showed the world how the Xbox Series X, with its portfolio of technology innovations, will introduce a new era of no-compromise gameplay. Alongside the actual console announcements, we unveiled the Xbox Velocity Architecture, a key part of how the Xbox Series X will...devblogs.microsoft.com
I'd assume Nvidia's will just piggy back on Microsofts.
I'd wait for review of it before I'd trust the Nvidia guy. Sure it might somewhat work, but NVMe might be way faster?The Nvidia guy in the reddit AMA said it wasn't NVME exclusive, which is nice.
Yeah, I might actually have misunderstood that. The storage might need to be PCIe connected, which doesn't necessarily preclude SATA SSDs, but it might not be as simple.I'd wait for review of it before I'd trust the Nvidia guy. Sure it might somewhat work, but NVMe might be way faster?
So for at least 1 game, it appears the new 8 and 10GB cards are obsolete right out of the gate. I'm wondering if the game is just "caching" instead of requiring that framebuffer amount.![]()
Microsoft Flight Simulator (2020): PC graphics performance benchmark review
Are you ready to take a short flight with us? We look at one of the most anticipated games of 2020, Microsoft Flight Simulator, in a PC graphics performance and PC gamer way. We'll test the game on t... VRAM Utilization and CPU Scalingwww.guru3d.com
IMO no.