8GB VRAM not enough (and 10 / 12)

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BFG10K

Lifer
Aug 14, 2000
22,709
2,972
126
8GB
Horizon Forbidden West 3060 is faster than the 2080 Super despite the former usually competing with the 2070. Also 3060 has a better 1% low than 4060 and 4060Ti 8GB.
Resident Evil Village 3060TI/3070 tanks at 4K and is slower than the 3060/6700XT when ray tracing:
Company Of Heroes 3060 has a higher minimum than the 3070TI:

10GB / 12GB

Reasons why still shipping 8GB since 2014 isn't NV's fault.
  1. It's the player's fault.
  2. It's the reviewer's fault.
  3. It's the developer's fault.
  4. It's AMD's fault.
  5. It's the game's fault.
  6. It's the driver's fault.
  7. It's a system configuration issue.
  8. Wrong settings were tested.
  9. Wrong area was tested.
  10. Wrong games were tested.
  11. 4K is irrelevant.
  12. Texture quality is irrelevant as long as it matches a console's.
  13. Detail levels are irrelevant as long as they match a console's.
  14. There's no reason a game should use more than 8GB, because a random forum user said so.
  15. It's completely acceptable for the more expensive 3070/3070TI/3080 to turn down settings while the cheaper 3060/6700XT has no issue.
  16. It's an anomaly.
  17. It's a console port.
  18. It's a conspiracy against NV.
  19. 8GB cards aren't meant for 4K / 1440p / 1080p / 720p gaming.
  20. It's completely acceptable to disable ray tracing on NV while AMD has no issue.
  21. Polls, hardware market share, and game title count are evidence 8GB is enough, but are totally ignored when they don't suit the ray tracing agenda.
According to some people here, 8GB is neeeevaaaaah NV's fault and objective evidence "doesn't count" because of reasons(tm). If you have others please let me know and I'll add them to the list. Cheers!
 
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psolord

Golden Member
Sep 16, 2009
1,928
1,194
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So I unhide the last spectral post, after reading this. And talk about being off in your own little👻world. If homie had paid attention for one post, just one post, they would know Infinite can take 30 minutes or more for the finger painting textures to show up. But nope! Let's spam 3 vids where I never play for that long. 🤣
Oh my god are you for real? We now have to do 30minute runs, to show that a card doesn't have a problem?

There's no winning with you guys, lol.

I said it before and I will said it again, if this happens, it's a memory leak and IT'S ON THE DEV.

I have played Halo Infinite for lengthy periods of time. No asset ever disappeared.
 

Timorous

Golden Member
Oct 27, 2008
1,625
2,792
136
Oh my god are you for real? We now have to do 30minute runs, to show that a card doesn't have a problem?

There's no winning with you guys, lol.

I said it before and I will said it again, if this happens, it's a memory leak and IT'S ON THE DEV.

I have played Halo Infinite for lengthy periods of time. No asset ever disappeared.

I did not realise people only played games in 15 minute bursts.
 

psolord

Golden Member
Sep 16, 2009
1,928
1,194
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If you actually cared to really pay attention to what others are posting in this thread, you'd know where it's from as it was linked previously and already talked about in this thread. It's at 1080p Ultra and here's what it looks like on the 16 GB version of the card.


@DAPUNISHER already mentioned it, but it doesn't happen right away but can take a bit of play time to show up. It's not just that frame either but pretty much the whole environment turns to muddy, blob like textures. This is not a unique occurrence, reviewers only started looking into when a bunch of viewers started mentioning this experience in the game. For example. Yes, you can avoid it by turning down texture quality, but you shouldn't have to when you're at 1080p and even weaker cards with more VRAM can have better image quality and there's plenty of performance in at these settings, outside of running out of VRAM.
This is a non issue. The high quality preset is absolutely fine and it reduces the vram requirements by 1.3GBs. Still I had no issues whenever I played on my 3060ti.


1080p ultra

1080p ultra with high textures
 

psolord

Golden Member
Sep 16, 2009
1,928
1,194
136
So you're saying there are issues with 8gb vram cards, it's just not the poor card's fault...
In a scenario like the one described here, more memory could help, sure. I am not buying more vram to alleviate a devs incompetence though. If we are talking about incompetence and not a real existing problem that is.

I said it before, in *some* games, there will be a difference. Very few and easily fixable. Halo Infinite MP is free at steam. Play with textures and ultra and at high and tell me what you see.

This is tlou all over again.
 

Hitman928

Diamond Member
Apr 15, 2012
5,324
8,015
136
This is a non issue. The high quality preset is absolutely fine and it reduces the vram requirements by 1.3GBs. Still I had no issues whenever I played on my 3060ti.


1080p ultra

1080p ultra with high textures

May not be a problem for you, but some of us don't like being bilked on VRAM when buying $400+ GPUs forcing a reduction in settings for no other reason than to make the card cheaper for NV to produce.
 

psolord

Golden Member
Sep 16, 2009
1,928
1,194
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Side note, here are screens from Harold Halibut. Pretty unique and pretty demanding. Easy to fly under the radar.

These are some screens from a 4070ti, 4k, dlss quality (1440p essentially), ultra preset. The vram is sleeping, the card is screaming. Just an example of gpu power to vram ratio. Unity engine.





 

psolord

Golden Member
Sep 16, 2009
1,928
1,194
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May not be a problem for you, but some of us don't like being bilked on VRAM when buying $400+ GPUs forcing a reduction in settings for no other reason than to make the card cheaper for NV to produce.
It is not a problem, because the main premise of this thread, is that vram will hinder the gaming experience. In regards to the correct settings I am always talking about, which directly correlate with image quality, I want to see what kind of disaster a lesser vram equiped is heading to if I reduce the x setting, that saves 1-1.5GBs with very little impact. Maybe even zero, because in some instances, the devs allow 4k textures on 1080p resolutions, for reasons I cannot fathom.

If we are talking about the 4060ti 8/16 again, getting the 16, will bilk you of gpu power too and what's worse, the user would think, hey I have a 16GB card, I can do anything. No you can't. At least the 8GB model keeps the expectations at a more reasonable level. The 4060ti 16 is way more unbalanced than the 8GB model. And what is worse, the buyer can get a far stronger 12gb card and he gets trapped by that 16 on the box.
 

Hitman928

Diamond Member
Apr 15, 2012
5,324
8,015
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It is not a problem, because the main premise of this thread, is that vram will hinder the gaming experience. In regards to the correct settings I am always talking about, which directly correlate with image quality, I want to see what kind of disaster a lesser vram equiped is heading to if I reduce the x setting, that saves 1-1.5GBs with very little impact. Maybe even zero, because in some instances, the devs allow 4k textures on 1080p resolutions, for reasons I cannot fathom. If we are talking about the 4060ti 8/16 again, getting the 16, will bilk you of gpu power too and what's worse, the user would think, hey I have a 16GB card, I can do anything. No you can't. At least the 8GB model keeps the expectations at a more reasonable level. The 4060ti 16 is way more unbalanced than the 8GB model. And what is worse, the buyer can get a far stronger 12gb card and he gets trapped by that 16 on the box

No, if a game runs out of render performance before VRAM, clearly it's the developers fault for putting out an un-optimized game and not taking advantage of more memory capacity. Besides, if my card runs out of compute/raster performance, I can just turn down a setting or two that has almost no visible impact but will greatly increase performance, no problem. Why developers include settings I can't tell a difference with but tank performance is beyond me. It's better to use correct settings.
 

Ranulf

Platinum Member
Jul 18, 2001
2,357
1,177
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My friend, most if not all UE5 games, have exhibited the same behavior. The demos too. I mean they are there, nobody is testing, but still everyone has an opinion. Go play Brothers a Tale of two Sons remake and see how nice it runs...vram has nothing to do with it either.

The reason I am insisting on true heavy games, like Starfield, Avatar, Alan Wake II, UE5 and the lot, is because the premise of this thread, is that more vram will keep you safe. It will not. And again, I know more vram is better, if you examine it like that arbitrarily. Its excessive necessity, in regards to the tflops/vram ratio is what I am questioning about. YES in some cases, it will help. In most it won't.

In a scenario like the one described here, more memory could help, sure. I am not buying more vram to alleviate a devs incompetence though. If we are talking about incompetence and not a real existing problem that is.

Incompetence that is often alleviated by ram or yes, better compute in 1-3 generations of chips. Welcome to PC gaming. Starfield, FO4 and anything else Bethesda puts out. Or Ark 1.5 with UE5 engine. I'm no fan of sloppy game devs but 8GB is holding them back at this stage. Why buy them at release if one has to wait for patches in general let alone optimization for now low end 8GB cards. Cards that cost $250-400.

I said it before and I will said it again, if this happens, it's a memory leak and IT'S ON THE DEV.

I have played Halo Infinite for lengthy periods of time. No asset ever disappeared.

They didn't disappear, they became mushy seaweed trees apparently.
 

psolord

Golden Member
Sep 16, 2009
1,928
1,194
136
No, if a game runs out of render performance before VRAM, clearly it's the developers fault for putting out an un-optimized game and not taking advantage of more memory capacity. Besides, if my card runs out of compute/raster performance, I can just turn down a setting or two that has almost no visible impact but will greatly increase performance, no problem. Why developers include settings I can't tell a difference with but tank performance is beyond me. It's better to use correct settings.
I see what you are doing here, but it's not the same thing. I have explained why, numerous times. Pixel counts on our screens are finite. The end picture we see, is a factor of many things. Textures are one of them. Yes they are important. People here insist on missing textures examples. The problems go away if you use the next lower tier with minimal impact. Reducing global illumination though, will take half the polish away. Moreover, texture sizes that can be applied per resolution, are finite. I mean if the dev is a logical team that does not try to use sub pixel assets. The gpu power is not.

Let me give you an example. Imagine you would try to recreate Matrix's Zion Invasion scene in real time.


What kind of raw resources you think you would need, to render it at 1080p? I mean it's the same textures over and over and over. Sure meshes and shaders take up space too. And the combination of all that along with their calculations need memory too. What kind of gpu power though? Sky is the limit.

I mean I showed you Outpost the other day. It's the only thing that comes close to battle complexity and it tanked on everything. We need 2X the power we have today, with the same video ram, to have something that will still not look remotely as complex, but will at least be playable. It's not video ram that holds devs back. It's the gpu power.
 
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psolord

Golden Member
Sep 16, 2009
1,928
1,194
136
Ps Just gave a look on Ghostwire Tokyo. Yeah, borderline playable on a 4070ti at 4k and that, without even RT. Vram? Not an issue. And you guys are worried about the 8gb of the 4060ti? xD









 

Hitman928

Diamond Member
Apr 15, 2012
5,324
8,015
136
I see what you are doing here, but it's not the same thing. I have explained why, numerous times. Pixel counts on our screens are finite. The end picture we see, is a factor of many things. Textures are one of them. Yes they are important. People here insist on missing textures examples. The problems go away if you use the next lower tier with minimal impact. Reducing global illumination though, will take half the polish away. Moreover, texture sizes that can be applied per resolution, are finite. I mean if the dev is a logical team that does not try to use sub pixel assets. The gpu power is not.

Let me give you an example. Imagine you would try to recreate Matrix's Zion Invasion scene in real time.


What kind of raw resources you think you would need, to render it at 1080p? I mean it's the same textures over and over and over. Sure meshes and shaders take up space too. And the combination of all that along with their calculations need memory too. What kind of gpu power though? Sky is the limit.

I mean I showed you Outpost the other day. It's the only thing that comes close to battle complexity and it tanked on everything. We need 2X the power we have today, with the same video ram, to have something that will still not look remotely as complex, but will at least be playable. It's not video ram that holds devs back. It's the gpu power.
I can reduce global illumination settings and the games still looks great, no problems. Show me a game where reducing a couple of settings down from ultra make the game look awful and I’ll admit it’s an issue.
 

maddie

Diamond Member
Jul 18, 2010
4,749
4,691
136
I suggest a thread named "8GB vram IS enough and anyone wanting more is just dumb".

After all, if one can get a good to very good experience with 8GB, then we should have this for all except, maybe, the ultra end 24GB xx90 models. 10GB, 12GB, 16GB, 20GB? Pfft, away with them.
 
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