500mbytes compressed. But on GPU they are obviously uncompressed xd. The screenshot actually tells you that around 1.7gbytes vram were used for skins
06:18
At the point of crash... Who knows how much it would have used total else. But considering u only have 2gb vram. U really shouldn't use high resolution skins, because u defs don't use 4k monitor with such a GPU lmao
We need a way to reproduce this consistently if we want to try and fix it on the server side. The error check and message were added in #6214. We could obviously revert that error handling, but then it would cause UBSan errors in those cases. I don't know if ignoring those snapshot deltas causes the lags or if the lags are client side and caused by too many log messages being outputted (either in the ingame console or in the external terminal). If possible someone should record a demo and/or video while this is happening, so we can get some details (server, ping, number of player etc.).(edited)
At the point of crash... Who knows how much it would have used total else. But considering u only have 2gb vram. U really shouldn't use high resolution skins, because u defs don't use 4k monitor with such a GPU lmao
I have the same issue as @mpampas. Game worked fine 2 days ago, now since the last update the game can't open because of skins. I didn't add or remove anything, it's only the newest update that changed for me.(edited)
Well, I find it hard believing that these are skins my computer wasn't designed to handle since it's been working for 1+ years without any issues. Only since the most recent update issues came up, but now it's working so it's w/e(edited)
There are numerous graphics (gfx) related bugs users encountered. Not all are fixable, but might have workarounds.
This site is there to collect these to help those encountering the same issues.
Well, I find it hard believing that these are skins my computer wasn't designed to handle since it's been working for 1+ years without any issues. Only since the most recent update issues came up, but now it's working so it's w/e (edited)
I don't mind deleting a select few skins, but I don't know which ones are 4k or HD and which ones are just average. They all use normal names, no big hints
Also, just out of curiosity. My error message told me that my game files contained somewhere in between 1.7-1.8 GB of texture (skins, assets). Which obviously is a lot, but I have 16 GB ram available, so I don't see how it would really be a problem. Is it really my computer that can't handle it or is it something with the new update that don't co-exist well with my computer? (Not too tech savvy so don't know if this is relevant info at all, just curious)
EDIT: I have 2 GB VRAM, so I can see how it's edging a crash. I only checked RAM.
But follow up question. How can these skins take so much VRAM and crash, when I can play games with quite insane graphics on high settings etc. What makes something use VRAM instead of RAM?(edited)
all meshes and textures are on the graphics card (vram), alongside extra information like position, surface/material information, etc.
it would be interesting which game you are talking about, but they probably have a system in place to manage the vram so that only the things you might see on screen is in the vram. maybe further away objects are also only in vram with lower quality, there are a lot of tricks
Ey, it works for me now, I'm fine with that. Also, ain't there a risk of lag-spikes if it has to load every skin as soon as someone joins? Could see that being a problem, especially in gores. 0.1 sec of freeze = instant death
ILilCookie
Ey, it works for me now, I'm fine with that. Also, ain't there a risk of lag-spikes if it has to load every skin as soon as someone joins? Could see that being a problem, especially in gores. 0.1 sec of freeze = instant death
I'm using both the ddnet.tw skins folder and Ahl's skin folder. Second mentioned is the one that stacks up on vram usage fast. Most skins seem to be like 5-20 kb but the largest one in Ahl folder is 2mb. Quite a difference, I must say
ILilCookie
I'm using both the ddnet.tw skins folder and Ahl's skin folder. Second mentioned is the one that stacks up on vram usage fast. Most skins seem to be like 5-20 kb but the largest one in Ahl folder is 2mb. Quite a difference, I must say
ok lets do the math
lets say u target 400 fps
every frame something has to be uploaded to the GPU, at least smth like a draw call
so it uses the same bus as uploading data (maybe its not the case so the bus is never blocked, but lets simply assume it for now)
a gtx 960 has a memory bandwidth of 112.2 GB/s, pcie 3.0 has 8 GBit/s bandwidth
so for simplicitly lets assume the pcie lane is the bottleneck
having 8gbit/s means every frame has 2 500 000 bytes bandwidth
so around 2.5mb
a 256x128 skin is 262 144, so around 9 skins per frame
a 512x256 is 4 times as much, so around ~2 skins
a 4k skin ~0,037 skins per frame xDD
so only targeting 400 fps, u need around 27 frames of these frames just to upload a 4k skin
rest should be relatively fine(edited)
21:13
but ofc this isnt 100% correct, its not clear if the GPU supports mipmap building which newer GPUs do, and if so you can halve all values here (or double), in exchange of using GPU resources
21:14
ah and gpus use 16 lines, i dunno if they use all at once, maybe u can google it
I understood pretty much nothing of what you said unfortunately, but thanks for the deep dive and attempt to make me understand. I tried reading it a couple of times and going slow but these numbers and letters don't really tell me anything :c