vsonnier wrote:
Give a try to reduce gl_texture_hqresize_maxinputsize to see if affects RAM consumption.
Tried with gl_texture_hqresize_maxinputsize=256 and even gl_texture_hqresize_maxinputsize=32, and lags + ram consumption was the same. I think that something is broken in the code, so gl_texture_hqresize_maxinputsize is ignored and textures are resized always (so taking too much ram)
Also I noticed next in my config:
gl_texture_hqresize_maxinputsize=512
gl_texture_hqresize_mt_height=4
gl_texture_hqresize_mt_width=16
I wonder, what hqresize_mt_width mean and why it 16
vsonnier wrote:
You can also get a hint in Vulkan VRAM consumption by using 'vk_memstats' on the console.
Thanks, will use it when vulkan will work with my config and mods
vsonnier wrote:
* There is a CVAR option controlling the max texture size to be resized (no need to resize already high enough resolution) : gl_texture_hqresize_maxinputsize = 512 (by default)
which means the texture is NOT resized if height * width > gl_texture_hqresize_maxinputsize * gl_texture_hqresize_maxinputsize
Interesting idea, but I think it should be expanded with something like this:
Add next options:
1) HQ rescale all textures
values: on, off, mod defined
("on" means, that next options (from 2 to 7) will be ignored)
2) dont HQ rescale textures in HIRES subfolder (on, off)
3) dont HQ rescale textures with more than X pixels count (on, off)
pixels count (integer)
4) dont HQ rescale textures with more than Y width (on, off)
width (integer)
5) dont HQ rescale textures with more than Z height (on, off)
height (integer)
6) dont HQ rescale textures, which are mentioned in texture black list file in the mod (on, off)
7) HQ rescale only the textures, which are mentioned in texture white list file in the mod (on, off)
By saying "textures" I mean textures, sprites, patches etc (at least which are located in HIRES folders/subfolders)
_mental_ wrote:theleo_ua wrote:2) If I change to vulkan instead of OpenGL (I mean future (with full vulkan support without critical issues) poilshed versions, not current), will it take less RAM?
Please stop posting nonsense about major issues with Vulkan renderer. The only important thing it doesn't do at the moment is graceful handling of out-of-VRAM condition. Apparently, you encountered it with all these high resolution textures.
So Vulkan is ready to use now (if not taking to account memory issues you explained)? Then sorry, somehow I missed this