Hello!
The last days, Moguri made a very cool patch that added a vram monitoring tool to the gameengine. This was a great feature for optimizing your game. Now the patch isn’t in trunk any more becouse of some problems. But I’ve tested this feature and I thinks its very important. What are the main difficulties that causes these problems?
After some tests it feels like the gameengine doesn’t free any memory at all.
I just want to understand what the graphic engine does:
- when are textures loaded into vram?
- are they freed if they are no longer needed and when does this happens?
- how much memory does mimapping consume? Is there a way to set the number of used mipmaps per texture?
- What exactly happens if the vram gets full
I think that VBO’s and other hardware buffers should also be monitored to get a more precise calculation.
greetings, moerdn