A. DF only tested 16gb and 8gb gpus. They have no clue of how it performs with 10gb or 12gb vram, that paraphrasing was misleading.Two thoughts.
What's it like on Xbox with less than 16GB of ram?
16GB of ram on PS5 is unified between GPU and CPU. So why would the GPU that isn't shared also need a full 16GB?
This is from the OP.
Remarkably, only a 16GB GPU can match the visual quality of the PlayStation 5 version.
How do you think that came to be on a supposedly 12 GB console?
Two people here with 3080 10gb are having the same problem with ultra texture. DF should have tested 10gb and 12gb gpu too but 10gb is the same.A. DF only tested 16gb and 8gb gpus. They have no clue of how it performs with 10gb or 12gb vram, that paraphrasing was misleading.
B. There are suspicions of memory leaks in the game
C. Some benchmarks and users in this thread report the game running fine on 8gb at ultra, the issue could be CPU related as DF paired the 2080 with a r5 3600.
And some people are having no issues even with 8gb. Theres something else going on here. You should also consider the people who were having problems here could've been connection related.Two people here with 3080 10gb are having the same problem with ultra texture. DF should have tested 10gb and 12gb gpu too but 10gb is the same.
Make that 3.Two people here with 3080 10gb are having the same problem with ultra texture. DF should have tested 10gb and 12gb gpu too but 10gb is the same.
Its much more likely the game is being cpu bound. Here's the game running on a RTX 3060 and a RTX 3060 ti, buttery smooth.Note: This does not exclude memory leaks but I think that is less likely than I/O (CPU+motherboard+RAM) and VRAM bottlenecks.
It's not even that. The ps5 version runs at 1296p. Going from 1440p to 4k has a big hit on the vram. Not sure about this game but is typically in the 1.5-2gb range. 1296p is even lower than 1440p.Bad port? Memory leak?
You're really trying to benchmark an architecture with a game that peoples are detecting memory leaks on?
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It's not even that. The ps5 version runs at 1296p. Going from 1440p to 4k has a big hit on the vram. Not sure about this game but is typically in the 1.5-2gb range. 1296p is even lower than 1440p.
Hell in the other thread we were wondering why the ps5 was only at 1296p when equivalent gpus were easily hitting Native 4k, well now we know. No vram. They chose textures over resolution but cerny's secret sauce didn't let them do both.
if it is 1296p upscaled to 4k output (temporally), it will still have 4k-like vram consumption.It's not even that. The ps5 version runs at 1296p. Going from 1440p to 4k has a big hit on the vram. Not sure about this game but is typically in the 1.5-2gb range. 1296p is even lower than 1440p.
Hell in the other thread we were wondering why the ps5 was only at 1296p when equivalent gpus were easily hitting Native 4k, well now we know. No vram. They chose textures over resolution but cerny's secret sauce didn't let them do both.
It's not even that. The ps5 version runs at 1296p. Going from 1440p to 4k has a big hit on the vram. Not sure about this game but is typically in the 1.5-2gb range. 1296p is even lower than 1440p.
Hell in the other thread we were wondering why the ps5 was only at 1296p when equivalent gpus were easily hitting Native 4k, well now we know. No vram. They chose textures over resolution but cerny's secret sauce didn't let them do both.
Apart from it being a memory leak, could just be how the game alocates memory. Users with 20gb+ cards say the game maxes out vram for them too.4K doesn't explain 16GB though, 14GB for 1080p would still be anormal for a game that looks like this. It's more taxing than Microsoft flight sim and plague tale requiem at 4K, doesn't make sense
Dlss quality, which they are using to test the 2080, renders the game at 1440p. So still higher than ps5's.Keep in mind it's 1296 using FSR2 to reach 4K, on PC using FSR or DLSS also renders the game at lower resolutions, and upscaling isn't free.
I don't know if this is true. Both of us played tlou recently and we settled for dlss over native to reduce vram consumption.if it is 1296p upscaled to 4k output (temporally), it will still have 4k-like vram consumption.
you can try witcher 3 ray tracing at 4k with dlss ultra performance mode. it is internal 720p, yet it will still destroy VRAM (9 gb+ usage).
I can play 1440p DLAA with ray tracing at 6.5 GB-7 VRAM consumption
but I cannot play 4K upscaling with dlss ultra performance. it literally pushes the vram to max (i saw 8100 mb usage) and starts to drop frames horrendously.
internal resolution doesn't really mean much anymore.
i dont know how many times I have to repeat this...
Its not free on the gpu but definitely saves on vram. I will run some tests.Keep in mind it's 1296 using FSR2 to reach 4K, on PC using FSR or DLSS also renders the game at lower resolutions, and upscaling isn't free.
Right, that's the raw pixel counts but then we also have to factor that the consoles are running Ultra equivalent settings, for textures at least and I would hazard other things too.Dlss quality, which they are using to test the 2080, renders the game at 1440p. So still higher than ps5's.
Both DLSS and any temporal upscaler will reduce VRAM pressure/VRAM consumption. BUT! not to native levels.I don't know if this is true. Both of us played tlou recently and we settled for dlss over native to reduce vram consumption.
I will go back and check re4 and hogwarts as well. Dlss definitely reduces vram usage.
Its not free on the gpu but definitely saves on vram. I will run some tests.
But isn't that what i said. 1.5-2 gb. That makes a huge difference on consoles that have 12.5-13.5 gb of vram.Both DLSS and any temporal upscaler will reduce VRAM pressure/VRAM consumption. BUT! not to native levels.
I'm not saying they do not. but it is not that big as you imagine it is.
say the game's VRAM load at native 4k is 12 GB. with 4k dlss performance, you're looking at around 9-10 GB usage.
how about native 1440p? most likely around 7-8 GB. just guessing. I will do some experiments in Cyberpunk and return back to you.
each game is different also. some games will prefer more buffers at native, some will prefer less. this is why the impact of DLSS in games vary. rdr2 for example leaves so much buffer at native resolution to a point you get very marginal performance improvements at quality levels (and still end up with dithering problems xd)But isn't that what i said. 1.5-2 gb. That makes a huge difference on consoles that have 12.5-13.5 gb of vram.
I think re4 will be a more accurate test since it has fsr instead of dlss. I will try it tonight. Otherwise I'm not sure why the consoles arent even using fsr quality and have to settle for balanced. His 2080 tests proves that this game is vram bound.
Well, something many people don't even take into consideration is that textures ultra quality is mostly expected to be used with 4K resolution, so it's normal that it's a VRAM black hole for 1080p targeted 8gb cards.Firstly - Motherboards and RAM configuration make a difference here as well and need to be specified for comparisons (in addition to CPU and VRAM pool).
Secondly - those that hold on to that "8GB should be enough it needs to be a memory leak" crowd have not thought this through. High-resolution textures take up a lot of memory and VRAM quickly becomes a bottle-neck. I am personally very happy regarding the increase in texture amount and resolution but it really pushes cards with smaller VRAM pools hard.
Note: This does not exclude memory leaks but I think that is less likely than I/O (CPU+motherboard+RAM) and VRAM bottlenecks.
Because on PC you need to copy some things between main RAM and VRAM unless you have direct storage support. It depends what your game is doing.16GB of ram on PS5 is unified between GPU and CPU. So why would the GPU that isn't shared also need a full 16GB?