Why Are Modern PC Games Using So Much VRAM?

One more thing that's being overlooked the shared RAM pool on consoles is efficient and easier to write for.

On a console, when you load an asset into RAM, it makes one jump (SSD -> RAM), and is immediately available to the GPU and CPU.

On a PC, with separate memory pools, the item has to be loaded into main RAM, then into GPU RAM. This is another pipe with bandwidth that must be managed, and as a result a game engine has to know what needs to go to the GPU when.

DirectStorage may eventually help with this, but in the meantime, this mean increased overall RAM usage and inefficient, poorly optimized games trying to overuse VRAM.
Thanks for that very informative post; did not realise that.
 
VR enthusiast here.

13900/4090/Varjo Aero hmd.

my peak vram was on halflife alyx at 22.3 gb.

Looks amazing at 39ppd at a resolution of roughly 4.5k per eye. Locked at 90fps.

I can really see the use for even more than 24gb of vram in the very near future when it comes to high end VR gaming.
 
One more thing that's being overlooked the shared RAM pool on consoles is efficient and easier to write for.

On a console, when you load an asset into RAM, it makes one jump (SSD -> RAM), and is immediately available to the GPU and CPU.

On a PC, with separate memory pools, the item has to be loaded into main RAM, then into GPU RAM. This is another pipe with bandwidth that must be managed, and as a result a game engine has to know what needs to go to the GPU when.

DirectStorage may eventually help with this, but in the meantime, this mean increased overall RAM usage and inefficient, poorly optimized games trying to overuse VRAM.

Ding ding ding. Combine consoles having shared memory polls with DX12/Vulkan shifting VRAM management from the API to the developer (And speaking as a SW Engineer: We royally SUCK at memory optimization), and is it any shock VRAM requirements are going through the roof?

We gave developers exactly what they wanted. I for one am not shocked at the mess that's resulted.
 
Combine consoles having shared memory polls with DX12/Vulkan shifting VRAM management from the API to the developer (And speaking as a SW Engineer: We royally SUCK at memory optimization), and is it any shock VRAM requirements are going through the roof?

We gave developers exactly what they wanted. I for one am not shocked at the mess that's resulted.
While it's a contributing factor, Direct3D 12 has been around for 8 years (Epic updated UE4 to support it almost immediately) and Vulkan is just one year newer.

Given that at least one title was released with D3D12 support in the same year it became publicly available, this is clearly sufficient time to cover at least two consecutive development schedules for a AAA title and arguably more than enough time to properly train/educate people (and there's no shortage of software tools to help with the matter, too).

Additionally, the significant rise in VRAM requirements is a recent issue, not one that has been parallel with the lifespan of D3D12. Although I didn't include it in the article, I tested Rage 2, an open-world, cross-platform title, which uses Vulkan -- at 4K, maximum settings, the average local memory usage was 5.9 GB, with a peak of 6.1 GB. That game was released in 2019 and while this is a single example, it does show that the use of the API alone isn't a good reason to explain why memory loads are so large.
 
Well if game companies wants to sell games, they need to fix memory usage and optimize games better. The majority of PC gamers don't even have 8GB VRAM.

According to Steam Hardware Survey, only 14.75% of users have more than 10GB VRAM.
53.79% still has 6GB or less.

No games should really use more than 8GB for 1440p without RT.

The Last of Us VRAM Usage dropped alot following the last two latest patches tho...

They can't just push rushed console ports to PC and expect PC gamers to bruteforce their rushed code because some PC gamers have the specs to do so.

However, the difference between "Medium" and "Ultra" preset in many AAA games, is laughable most of the time. Textures often look the same as well. Ultra forces tons of stuff most users don't really want; Motion Blur, DoF etc. High is often the way to go if you actually just pick a preset, I always optimize myself, like most people here probably are. Normal users probably just start playing when they load the game the first time..
 
They can't just push rushed console ports to PC and expect PC gamers to bruteforce their rushed code because some PC gamers have the specs to do so.
Remember when people were happy the PS5/XBX were so much like PCs ports would be trivial and optimization would be a thing of the past?

Good times.
 
Remember when people were happy the PS5/XBX were so much like PCs ports would be trivial and optimization would be a thing of the past?

Good times.
It's not the case, because console games are tweaked and optimized to perfection because of the weaker hardware. Porting the games to PC will always be difficult, especially if they have to run well on all brands too.

PS5 and XSX are decent but not powerful at all. 16GB shared RAM and low clocked Zen 2 + RDNA 1.5 - Nothing impressive in 2023 and this is why PS5 Pro comes out late this year or next + refreshed Xbox
 
Here's hoping that most games stay within 8GB for a good while (well, hopefully 4GB since that's what I have but...) at least on low settings.

There might be that sting of having paid good money for a card and not being able to run the high settings just due to VRAM limitations. But (Cyberpunk 2077 aside, which frankly looks bad on low... but low is targetting 10 year old 3GB GPUs), most of these games that need like 10-12GB to run on highest settings already look so good on low (let alone medium..) that I can't see there being a big advantage for them to keep raising the bar on the minimum requirements. Raising them on the high end requirements? Well you've got to give those people who have a GTX 5090 a few years from now something to give their card a proper workout.
 
A lot of high tech "3D graphics", yet the games are devoid of any innovations. It's just re-skinning of old games or sequels that sold well.

And the "new" games with 'amazing' graphics feel somehow........empty. Gameplay is unfortunately, disappointing.
Rounds on target.
 
Saying that 1080p is the "bare minimum for gaming these days" is ridiculous. it's still perfectly fine and looks really nice.
 
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