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vulkan: Relax VRAM allocation limits for better stability
Adjusts VRAM allocation strategy to be more conservative while maintaining performance: - Increases reserve memory from 1/8th to 1/4th (max 2GB) for discrete GPUs - Increases base memory limit from 6GB to 8GB - Doubles resolution scaling memory from 1GB to 2GB per scale factor - Reduces system memory reservation from 8GB to 4GB for integrated GPUs - Increases maximum memory limit from 4GB to 6GB for integrated GPUs These changes help prevent memory leaks while still providing adequate VRAM for optimal performance.
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1 changed files with 7 additions and 5 deletions
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@ -1333,22 +1333,24 @@ void Device::CollectPhysicalMemoryInfo() {
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device_access_memory += mem_properties.memoryHeaps[element].size;
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}
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if (!is_integrated) {
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const u64 reserve_memory = std::min<u64>(device_access_memory / 8, 1_GiB);
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// Increase reserve memory to be more conservative
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const u64 reserve_memory = std::min<u64>(device_access_memory / 4, 2_GiB);
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device_access_memory -= reserve_memory;
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if (Settings::values.vram_usage_mode.GetValue() != Settings::VramUsageMode::Aggressive) {
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// Account for resolution scaling in memory limits
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const size_t normal_memory = 6_GiB;
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const size_t scaler_memory = 1_GiB * Settings::values.resolution_info.ScaleUp(1);
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// Increase base memory limit and scale factor for resolution scaling
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const size_t normal_memory = 8_GiB;
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const size_t scaler_memory = 2_GiB * Settings::values.resolution_info.ScaleUp(1);
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device_access_memory =
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std::min<u64>(device_access_memory, normal_memory + scaler_memory);
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}
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return;
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}
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// For integrated GPUs, be more conservative with memory limits
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const s64 available_memory = static_cast<s64>(device_access_memory - device_initial_usage);
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device_access_memory = static_cast<u64>(std::max<s64>(
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std::min<s64>(available_memory - 8_GiB, 4_GiB), std::min<s64>(local_memory, 4_GiB)));
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std::min<s64>(available_memory - 4_GiB, 6_GiB), std::min<s64>(local_memory, 6_GiB)));
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}
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void Device::CollectToolingInfo() {
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