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Implemented vram limit #23
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Attempting to use VRAM-limiting in this way has some problems, such as the fact that a game could shoot up in VRAM usage during certain scenes. |
Yes, this might not be perfect, however, without a vram limit, it can sometimes scale the resolution beyond what the vram can handle, and then just run at 20fps or so. I tried this version, and it runs a lot smoother, than the official build. |
🤔 🤔 🤔 🤔 what if there was a toggle to enable or disable this? also don't forget about settings.ini config. |
You can just set the target and limit to 100%, and it should just act as disabled. Both of those are already in the settings.ini. I might add a toggle for it, however, i dont currently see the need for it that much. Edit: actually, adding a toggle might prevent issues with intel and amd users, as i dont know the behaviour of nvidias api on that platform, so i will look into that. |
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Looks pretty good code-wise and compilation-wise, I just need to test it in-game ^^
As a side note, CI has been running for 17mins and going... ;-;
I'm using the C/C++ default VSC formatter project-wide btw |
I hope you didn't mind me committing directly to your branch! :p |
Oopsie woopsie, this seems to have introduced a huge memory leak ;-; |
Fixed in 2c894ff and 0.3.1 |
It uses the nvidia api, so it will probably not work with amd or intel graphics cards, and the limit behaviour isnt quite perfect yet, however, as a proof of concept, this works pretty good.