It’s not enough then. Vulkan backend cannot use regular RAM when video memory is exhausted. If you really need this behavior, switch to OpenGL.Kamil wrote:My PC - Intel G3220 and NVIDIA GTX 750 TI 2GB + 8 GB RAM
GZDoom 4.4.0 released
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Re: GZDoom 4.4.0 released
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Re: GZDoom 4.4.0 released
Yeah, i see there are two kind of errors with PB 3.0 now "could not malloc xxx bytes" and "could not create graphics pipeline: out of device memory". It's a mod bug? I commented it in the LZDoom thread. I could create a technical issue thread but PB 3.0 requires 4.3 (unofficially since it's a broken mod) and i can't compare with older versions.
Edit: with OpenGL you get the other error.
Edit: with OpenGL you get the other error.
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Re: GZDoom 4.4.0 released
What eats this much RAM in that mod? Does it some insanely large textures or some shenanigans with TEXTURES that create excessively many hardware textures?
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Re: GZDoom 4.4.0 released
The mod is big sure but i think it creates a lot of actors and LZDoom doesn't crash (after a while) becouse it requires less ram.
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Re: GZDoom 4.4.0 released
I used OpenGL now and got the error again. But I could play quietly for a long time
https://www.dropbox.com/s/4wcjg5w2w45ma ... t.zip?dl=0
https://www.dropbox.com/s/4wcjg5w2w45ma ... t.zip?dl=0
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Re: GZDoom 4.4.0 released
Will those need translations as well?enabled CVAR descriptions.
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Re: GZDoom 4.4.0 released
It's not planned. First, only a small subset of CVARS - those which had corresponding ones with descriptions in EDuke32 are covered right now and generally it was once decided that the console doesn't need translation.
Of course, if someone wants to do the maintenance work, i.e. export the texts to the spreadsheet, be my guest. Enabling translated output for these texts would mean changing one line of code so that won't be the problem here - that'd be getting the texts done and adding descriptions to more of the existing CVARs.
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Of course, if someone wants to do the maintenance work, i.e. export the texts to the spreadsheet, be my guest. Enabling translated output for these texts would mean changing one line of code so that won't be the problem here - that'd be getting the texts done and adding descriptions to more of the existing CVARs.
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Re: GZDoom 4.4.0 released
In addition to what's been said about Vulkan not being able to fall back on system RAM when it runs out of VRAM, check to make sure you don't have any texture resizing or multisampling enabled, because those are very expensive features as far as VRAM usage goes.Kamil wrote:My PC - Intel G3220 and NVIDIA GTX 750 TI 2GB + 8 GB RAM
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Re: GZDoom 4.4.0 released
I have disabled these features. Now I use only Open GL
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Re: GZDoom 4.4.0 released
I noticed that hires texture packs (such as Hoover's) no longer work with this update. Is that intentional?
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Re: GZDoom 4.4.0 released
If it's a Doomsday Engine style upscale pack, then yes. viewtopic.php?f=4&t=68077&p=1144983TheBeardedJedi wrote:I noticed that hires texture packs (such as Hoover's) no longer work with this update. Is that intentional?
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Re: GZDoom 4.4.0 released
Default mouselook on but also vanilla doom keyboard defaults? Madness 

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Re: GZDoom 4.4.0 released
The control presets haven't made it in yet, although the feature is theoretically working.
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Re: GZDoom 4.4.0 released
Given the amount of reports, it seems that (because of the 5 month bridging period) GZDoom 4.4.0 changes enough stuff , and perhaps users/authors relied upon on 4.3.3 in ways that weren't supposed to happen.
I mean, that's on them really, i just wanted to note that the amount of reports seem unusually high and aren't just ''Hey this does not work'' - But flat out entire mods turn up broken.
I dunno. It just seems strange. I just wanted to point this out, perhaps it is expected behavior, perhaps someone else feels the same.
I mean, that's on them really, i just wanted to note that the amount of reports seem unusually high and aren't just ''Hey this does not work'' - But flat out entire mods turn up broken.
I dunno. It just seems strange. I just wanted to point this out, perhaps it is expected behavior, perhaps someone else feels the same.

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Re: GZDoom 4.4.0 released
That's something I'm very eager to work on, so I'll see if I can ask anyone for thatGraf Zahl wrote:It's not planned. First, only a small subset of CVARS - those which had corresponding ones with descriptions in EDuke32 are covered right now and generally it was once decided that the console doesn't need translation.
Of course, if someone wants to do the maintenance work, i.e. export the texts to the spreadsheet, be my guest. Enabling translated output for these texts would mean changing one line of code so that won't be the problem here - that'd be getting the texts done and adding descriptions to more of the existing CVARs.
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