GameEngine VRam monitoring questions and ideas

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. :frowning:

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