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Old 10-23-13, 02:40 AM   #49
Bathrone
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Join Date: Jan 2007
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Quote:
Originally Posted by plj View Post
I believe nothing unless it can be proven ... so I certainly wont expect any different of others

I cant really find the context in which he made that remark in the 5 mins I tried to dearch, and am about to play dad .. but I'll look later.

Seriously tho .. recommend me a list that should not be able to start on my rig based on that comment .. I'd like to test that theory. It would honestly be the first situation I ever encountered where a lack of video memory results in anything else but horribly low framerate. It would also be the first out of memory CTD that would hide behind shcollision.act or other .act files I ever heard of. I'm open to that possability, but I'd like to confirm it first...
Mate as I said I already have, and others have too, measured the telemetry data. Your speculations and guesses that this is impossible for a 2010 game to use around 2GB of GPU RAM is absurd when its been repeatedly measured. I like you and the majority of posts you make are insightful so Im trying to explain to you what I previously said.

Use my test mod list I provided in the diagnose freezing thread I started as a sample reference. There I use 2GB of texture ram in the GPU, its a measured fact. Yes some of that is caching but its still well over your 512 MB limit for direct z buffer textures in the scene that have to be in the scene for the render to work.

I'll try to explain another way. This is a 32 bit directx 9 app. It cant offload 2GB worth of textures to system ram because of 32 bit memory allocation limitations where the game code needs to use system ram for real system work not for a poor mans texture solution. And, worse still even if the app could do that which it cant but for the sake of argument, it would be horribly slow because of the latency between the system ram and the GPU processing.

So the textures have to reside in the GPU RAM just like almost every other directx 9 app around (there are exceptions but sh5 isnt one of them). The app is already RAM constrained in system memory to run the game as its limited to 32 bit memory allocation.

When the z buffer of the render tries to cull what textures arent needed, and it faces the problem of a bad memory allocation for the texture data on the GPU that must be in the scene, the GPU driver will say so that there is a bad memory allocation and SH5 then abends throwing a halt code to the system kernel to shut down the app.

In real time rendering this is unavoidable (because otherwise no render could occur due to the corruption of GPU RAM) and is why recent aaa titles have 64 bit compiles amongst other things.

Its not a theory its a fact. I do fully understand and applaud that youve noted other ways CTDs can occur, but no one here is trying to mislead you or waste your time.
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