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- Sep 17, 2014
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System Name | Tiny the White Yeti |
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Processor | 7800X3D |
Motherboard | MSI MAG Mortar b650m wifi |
Cooling | CPU: Thermalright Peerless Assassin / Case: Phanteks T30-120 x3 |
Memory | 32GB Corsair Vengeance 30CL6000 |
Video Card(s) | ASRock RX7900XT Phantom Gaming |
Storage | Lexar NM790 4TB + Samsung 850 EVO 1TB + Samsung 980 1TB + Crucial BX100 250GB |
Display(s) | Gigabyte G34QWC (3440x1440) |
Case | Lian Li A3 mATX White |
Audio Device(s) | Harman Kardon AVR137 + 2.1 |
Power Supply | EVGA Supernova G2 750W |
Mouse | Steelseries Aerox 5 |
Keyboard | Lenovo Thinkpad Trackpoint II |
VR HMD | HD 420 - Green Edition ;) |
Software | W11 IoT Enterprise LTSC |
Benchmark Scores | Over 9000 |
Highly game specific statement, definitely not applicable as a blanket statement.As others have said VRAM allocated isn't the same thing as VRAM needed. That hit home to me about 10 years ago on a review of COD: Advanced Warfare here. The game was running fine on 3 GB cards at all resolutions and it was even stated in the review that the engine was just loading up the VRAM on cards with more VRAM just because it was there without actually needing it and one member here running a Maxwell Titan X said his card was showing 11 GB used.
You can monitor the actual VRAM in use these days with RTSS. Do it. Its very interesting to see the differences. You will find some games absolutely do use almost everything they allocated, and if you allocate less, something's gonna give somewhere. Its not always stutter, these days, its also reduced texture quality, more pop in, etc. You can even sometimes detect post processing effects to generate less quickly each frame.