![]() ![]() ![]() Various possible causes & fixes for stuttering Stuttering by using frame-time percentiles. Were discussed by Cem Cebenoyan at GDC China 2012, John McDonald at GDC 2014, and Iain Cantlay at GDC 2015. Now, you may suspect that some stutter could be caused by video-memory overcommitment and Video-memory overcommittement is one of the most common causes of stuttering. Reducing the texture quality (to lower the video memory footprint), or testing with a GPU Used video memory with a tool such as GPU-Z, You may not be sure how to best prove this hypothesis. However, for various reasons, the GPU-Z “Memory Used” counter may be below the amount ofĪvailable dedicated video memory but the application may actually still be over-committing With more video memory can give you hints. So in general, looking at the used video memory alone is not enough to know In any render call will never be committed to video memory.Īt NVIDIA, we have developed a method for determining whether or not any Windows/WDDM Resources that are just created but never referenced Only the resources that are referenced in an actual render call are considered to be Note that in this context, the term “committed” is equivalent to “referenced”, that is,Ī resource “used” (or bound) in any render call (clear, copy, draw or dispatch call). If you are not familiar with the tool yet, introductions to GPUViewĪre available on Matthew Fisher’s website and It can be used with all GL and D3D applications on Windows GPUView is aįree tool provided by Microsoft as part of the Windows Performance Toolkit (which ships Graphics application is overcommitting video memory - by using GPUView. In this article, I am going to take the example of a DX11 application running on a To determine whether a Windows application is running out of video memory or not, theįirst thing I do is capture a GPUView trace (see Appendix) from a run where stuttering How To Detect Video Memory Overcommittement Tool also ships with a help file which I recommend checking out. GeForce GTX 680 (with 2 GB of dedicated video memory) on Windows 8 and I am going to use the GPUView build from the Win 8.1 SDK. Here is how the GPU hardware queues look near the end of the GPUView traces, in time I have captured 3 GPUView traces from the same in-game location, with different screen resolutions and super-sampling settings: 1920x1200 & 2560x1600 with no super-sampling and 2560x1600 + 120% super-sampling (that is, an effective 3072x1920 resolution). ![]() The Graphics queue for the application - which contains the hashed Present packetsĪnd other graphics packets - and the bottom-most hardware queue is the Copy Engine Intervals containing six Present packets. Queue which contains the red Paging packets.įigure 1. ![]()
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