Repository navigation
fix(graphics): compress new textures while video memory is low - #94
Merged
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
With Compress Textures off, big games ran 2 GB cards out of video memory and Roblox crashed with
OutOfMemoryGraphics(GTX 950 report, ~620 MiB of decoded textures).Now, with it off, textures stay uncompressed until free video memory gets low (2x the upscaler's reserve, capped at 1 GiB), then new ones are BC7 until it recovers. Textures already loaded don't change. Each switch is logged, and the encode stats line counts the low-memory encodes.
Tested with a GPU test, and in the app with a fake 1 MiB card: it switched at 309 KiB and the next texture came out BC7.
Also includes the Fleasion FAQ update for 2.746.