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OpenGL vs Dx11 - Am I doing it wrong?


MrMeeb

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I understand that OpenGL saves a large amount of memory, but also causes a loss of performance in general, which is less than ideal, but upon trying forcing d3d11, I didn't notice any form of lower memory use. Does it save memory, just less effectively? Am I applying it wrongly?

Any help and knowledge would be welcome :) Thanks! 

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-force-d3d11 is the parameter. You should see a big, while not as big as open gl "saving" in ram usage. but without loosing fsaa.

Both opengl and dx11 dont "magically" use less ram, but instead the data that will reside in the vram is handled by a different thread, thus the ksp main thread doesn't need to allocate everything alone.

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6 minutes ago, InsaneDruid said:

-force-d3d11 is the parameter. You should see a big, while not as big as open gl "saving" in ram usage. but without loosing fsaa.

Both opengl and dx11 dont "magically" use less ram, but instead the data that will reside in the vram is handled by a different thread, thus the ksp main thread doesn't need to allocate everything alone.

I'm currently testing the install with both different kinds, and what I've found so far:

Neither: 5,735

OpenGL: 5,967

DxD11: 6,093

There's a possibility that something went wrong, seeing as this is the opposite of what we'd expect. I'm now trying moving the tag to before my "-popupwindow" one

I also could be reading GCMonitor wrong, now that it includes VRAM. Could it be including VRAM in the total ram number now? If that's the case, I am making a 1GB saving 

Edited by MrMeeb
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According to Task Manager, memory is instead between 4.9 and 3.9. I don't know which source to trust more :D 

Edit: No matter which version I launch, task manager and GCMonitor have between 800Mb and 1gb difference. Hmmm

l8kZ652.png

Edited by MrMeeb
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That's what I meant. Of course, just using a different API such as OgenGL doesnt "save" any (besides some overhead here and there, maybe) Ram. How should it? It just outsources some of it to a different (system) task, freeing the main KSP one. The difference between GCMonitor ("everything ksp needs and uses") and taskmanager ("what the main ksp task uses") is the "saving part" of using openGL/D3D11.

 

Long story short: the Task Manager one is the important one, while all readings are correct, just mean different things.

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45 minutes ago, InsaneDruid said:

That's what I meant. Of course, just using a different API such as OgenGL doesnt "save" any (besides some overhead here and there, maybe) Ram. How should it? It just outsources some of it to a different (system) task, freeing the main KSP one. The difference between GCMonitor ("everything ksp needs and uses") and taskmanager ("what the main ksp task uses") is the "saving part" of using openGL/D3D11.

 

Long story short: the Task Manager one is the important one, while all readings are correct, just mean different things.

 

42 minutes ago, sarbian said:

That s because that tab of the Task Manager displays the Working Set Size and GCMonitor displays the allocated virtual memory (Commit size)

Ah, right. I see. Awesome, thanks for the help!

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