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So einfach ist es nicht. Moderne Grafik-APIs, Treiber und Betriebssysteme verwalten den Videospeicher über Budgets, Residenz und mehrere Speicherpools. Eine hohe Zuordnungs- oder Nutzungszahl kann normal sein, während eine niedrigere Zahl immer noch ein echtes Speicherdruckproblem verbergen kann.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>VRAM-Nutzung ist nicht dasselbe wie VRAM-Anforderung.\u003C\u002Fstrong> Entscheidend ist, ob das Spiel die benötigten Ressourcen innerhalb des verfügbaren Speicherbudgets resident halten kann, ohne wiederholte Verdrängung, Paging oder andere Verzögerungen. Ein fast voller VRAM-Graph kann gesund sein; instabile Residenz unter Druck kann Ruckeln verursachen, noch bevor ein einfacher Zähler die angegebene Kapazität der Karte erreicht.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das in diesem Artikel verwendete Modell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Die unten beschriebene VRAM-Druckleiter und der Residenzstabilitätstest sind praktische diagnostische Modelle von Figure Rocks. Sie sind keine formelle Microsoft- oder NVIDIA-Terminologie.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Drei Zahlen werden oft verwechselt: Kapazität, Budget und Nutzung\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">Zugewiesener Speicher ist nicht automatisch Speicher, ohne den das Spiel nicht leben kann\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-14\" class=\"editorjs-toc__link\">Was Residenz tatsächlich bedeutet\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-18\" class=\"editorjs-toc__link\">Die VRAM-Druckleiter\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Warum Texturen die erste Einstellung sind, die man beschuldigt\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Dedizierter VRAM und Systemarbeitsspeicher sind unterschiedliche Pools\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Gemeinsam genutzter GPU-Speicher macht aus einer 8-GB-Karte keine 24-GB-Karte\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Warum ein Spiel ruckeln kann, bevor VRAM 100 % anzeigt\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Warum 100 % gemeldete Nutzung trotzdem flüssig sein kann\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">Der Residenz-Stabilitätstest\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Frame-Zeit-Korrelation ist wichtiger als die Spitzenzahl\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">Speicherdruck und Asset-Streaming können ähnlich aussehen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Warum das Verringern von Texturen Ruckler beheben kann, ohne die durchschnittlichen FPS stark zu erhöhen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Eine praktische VRAM-Diagnosematrix\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Die Zahl der „VRAM-Anforderung“ ist immer arbeitslastabhängig\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-60\" class=\"editorjs-toc__link\">Warum das beim Kauf einer GPU wichtig ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-70\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Drei Zahlen werden oft verwechselt: Kapazität, Budget und Nutzung\u003C\u002Fh2>\n\u003Cp>Die auf der Grafikkarte aufgedruckte Zahl ist die physische Videospeicherkapazität. Windows und der Grafiktreiber stellen außerdem ein Speicherbudget bereit: die Menge, die ein Prozess zu diesem Zeitpunkt vernünftigerweise resident halten kann. Die Anwendung verbraucht dann einen Teil dieses Budgets mit Texturen, Renderzielen, Puffern, Beschleunigungsstrukturen und anderen GPU-Ressourcen.\u003C\u002Fp>\n\u003Cp>Microsofts Direct3D 12-Residenzdokumentation besagt, dass das verfügbare Videospeicherbudget schwanken kann, wenn Hintergrundprozesse aufwachen und schlafen gehen oder wenn der Fokus zwischen Anwendungen wechselt. Das bedeutet, dass der praktisch verfügbare Speicher für ein Spiel nicht immer eine feste Zahl ist, die dem Aufkleber auf der GPU entspricht.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems macht diesen Unterschied direkt sichtbar, indem es die GPU-VRAM-Nutzung zusammen mit dem Speicherbudget unter Windows aufzeichnet.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kapazität vs. Budget vs. Nutzung\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was es bedeutet\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Kann es sich während des Spielens ändern?\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Häufiger Fehler\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Physische VRAM-Kapazität\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The card&#39;s installed discrete video memory\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">No\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Assuming the game can always use every byte freely\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Residenzbudget\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Yes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Treating it as identical to physical capacity\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Aktuelle Nutzung \u002F Zuordnung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Memory currently consumed or allocated by the process\u002Ftool&#39;s accounting model\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Constantly\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Treating a high number as automatic proof of exhaustion\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-10\">Zugewiesener Speicher ist nicht automatisch Speicher, ohne den das Spiel nicht leben kann\u003C\u002Fh2>\n\u003Cp>Spiele können Assets verfügbar halten, weil ungenutzter VRAM für sich genommen wenig Wert hat. Ein Spiel kann Texturen, Geometrie oder temporäre Ressourcen zwischenspeichern, damit sie bei Bedarf bereitstehen.\u003C\u002Fp>\n\u003Cp>Deshalb ist „mein Spiel nutzt fast meinen gesamten VRAM“ für sich genommen keine Diagnose. Die nützliche Frage ist, ob das Arbeitspaket innerhalb des Budgets stabil bleibt und ob das System Ressourcen wiederholt verschieben oder neu erstellen muss.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Die bessere Frage\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Fragen Sie nicht nur \u003Cstrong>„Wie viel VRAM wird genutzt?“\u003C\u002Fstrong> Fragen Sie \u003Cstrong>„Steht das Spiel unter Residenzdruck, und korreliert dieser Druck mit langsamen Frames?“\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-14\">Was Residenz tatsächlich bedeutet\u003C\u002Fh2>\n\u003Cp>Microsoft definiert eine Ressource als resident, wenn sie von der GPU zugänglich ist. Direct3D 12-Anwendungen müssen die Beziehung zwischen ihren GPU-zugänglichen Ressourcen und dem aktuellen Residenzbudget verwalten.\u003C\u002Fp>\n\u003Cp>Wenn der Druck steigt, können Ressourcen aus der Residenz mit schnellem Zugriff verdrängt werden. Microsoft weist darauf hin, dass der Kernel auf diskreten GPUs als extremen Fallback einige Heaps vom Videospeicher in den Systemspeicher verschieben kann, aber Anwendungen sollten innerhalb des Budgets bleiben, anstatt sich auf überbudgetiertes Verhalten zu verlassen.\u003C\u002Fp>\n\u003Cp>Die praktische Konsequenz ist, dass es bei Leistungsproblemen um Bewegung und Verfügbarkeit geht, nicht nur um die visuelle Fülle eines Balkens.\u003C\u002Fp>\n\u003Ch2 id=\"section-18\">Die VRAM-Druckleiter\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Von gesunder Nutzung zu disruptivem Speicherdruck\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Spielraum\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das Arbeits-Set passt bequem in das aktuelle Budget.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Hohe, aber stabile Residenz\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die VRAM-Nutzung ist hoch, aber erforderliche Ressourcen bleiben resident und die Frame-Ausgabe ist stabil.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Budgetdruck\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das Spiel nähert sich dem aktuellen Budget und hat weniger Raum für zusätzliche Ressourcen oder kurzzeitige Spitzen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Verdrängung und Ersetzung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ressourcen müssen entfernt, neu erstellt, gestreamt oder verschoben werden, wenn sich das Arbeits-Set ändert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Poolübergreifender Fallback\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Einige Ressourcen können stärker auf Systemarbeitsspeicher oder Transfers angewiesen sein, was Latenz und Bandbreitendruck erhöht.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Sichtbares Versagen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ruckeln, verzögertes Eintreffen von Texturen, reduzierte Qualität, Allokationsfehler oder Instabilität treten auf.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-20\">Warum Texturen die erste Einstellung sind, die man beschuldigt\u003C\u002Fh2>\n\u003Cp>Die Texturqualität hat oft eine starke Beziehung zum Speicherbedarf, weil höher aufgelöste Textur-Assets mehr Speicher benötigen. Das macht die Texturqualität zu einem sinnvollen Test, wenn VRAM-Druck vermutet wird.\u003C\u002Fp>\n\u003Cp>Aber die Texturqualität ist nicht der einzige Verbraucher. Render-Targets, Geometriepuffer, Shadow Maps, Raytracing-Beschleunigungsstrukturen, Frame-Generierungs- oder Rekonstruktionsressourcen, Caches und enginespezifische Allokationen konkurrieren ebenfalls um Speicher.\u003C\u002Fp>\n\u003Cp>So kann ein Spiel selbst mit moderaten Texturen ein komfortables Speicherbudget überschreiten, und ein anderes Spiel kann nahe der physischen Kapazität ohne sichtbare Probleme laufen, weil seine Residenzstrategie effizient ist.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Dedizierter VRAM und Systemarbeitsspeicher sind unterschiedliche Pools\u003C\u002Fh2>\n\u003Cp>Bei einer diskreten GPU ist der dedizierte VRAM physisch an die Grafikkarte angebunden. Der System-RAM befindet sich auf der CPU-Seite der Plattform.\u003C\u002Fp>\n\u003Cp>Microsofts D3D12-Dokumentation beschreibt diskrete Adapter als mit separaten Speicherpools ausgestattet und warnt davor, Heaps vom Videospeicher weg zu verlagern, was als letztes Mittel und nicht als normale Leistungsstrategie behandelt werden sollte.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems zeigt separate Windows-Diagramme für GPU-VRAM und WDDM-Systemarbeitsspeicher, was nützlich ist, um zu diagnostizieren, ob Speicherdruck über den gerätelokalen Pool hinausgeht.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">Gemeinsam genutzter GPU-Speicher macht aus einer 8-GB-Karte keine 24-GB-Karte\u003C\u002Fh2>\n\u003Cp>Windows kann Systemarbeitsspeicher für Grafik-Workloads bereitstellen, aber das macht System-RAM nicht gleichwertig zu dediziertem VRAM.\u003C\u002Fp>\n\u003Cp>Die beiden Pools unterscheiden sich in physischer Lage, Zugriffspfad, Latenz und Bandbreite. Ein Grafik-Workload, der auf Host-Speicher angewiesen ist, befindet sich nicht in derselben Situation wie einer, dessen aktive Ressourcen im gerätelokalen Speicher bleiben.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Task-Manager-Summen können irreführend sein\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Das Addieren von „Dedizierter GPU-Speicher“ und „Gemeinsam genutzter GPU-Speicher“ ergibt eine adressierbare Gesamtsumme, nicht einen Pool mit einheitlichen Leistungsmerkmalen.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-32\">Warum ein Spiel ruckeln kann, bevor VRAM 100 % anzeigt\u003C\u002Fh2>\n\u003Cp>Das Residenzbudget kann niedriger als die physische Kapazität sein und sich ändern, während das Spiel läuft. Hintergrund-GPU-Anwendungen, Overlays, Browser, Aufzeichnungstools oder ein anderer Prozess können die für das Spiel verfügbare Speichermenge verändern.\u003C\u002Fp>\n\u003Cp>Das bedeutet, ein Spiel muss nicht genau 8,0 von 8,0 GB anzeigen, bevor Speicherdruck relevant wird.\u003C\u002Fp>\n\u003Cp>Microsoft weist ausdrücklich darauf hin, dass das Budget schwanken kann und dass eine Überschreitung des Budgets dazu führen kann, dass ein Prozess zeitweise eingefroren wird, damit andere Anwendungen laufen können, oder dass die Ressourcenerstellung fehlschlägt.\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">Warum 100 % gemeldete Nutzung trotzdem flüssig sein kann\u003C\u002Fh2>\n\u003Cp>Das Gegenteil ist ebenfalls möglich. Ein Spiel oder Treiber kann Speicher aggressiv reservieren oder zurückhalten und trotzdem einen gesunden Arbeitssatz beibehalten.\u003C\u002Fp>\n\u003Cp>Wenn die Frame-Zeiten stabil bleiben, das Textur-Streaming normal funktioniert und das Spiel innerhalb seines effektiven Residenzbudgets bleibt, kann die hohe Zahl einfach bedeuten, dass verfügbarer Speicher produktiv genutzt wird.\u003C\u002Fp>\n\u003Cp>Ein voll aussehender Graph ist ein Signal zum Untersuchen, kein Urteil.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">Der Residenz-Stabilitätstest\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Prüfen, ob VRAM tatsächlich das Problem verursacht\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Den Ruckler reproduzieren\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwende denselben Ort, dieselbe Kamerabewegung oder denselben Durchlaufpfad, damit das Speicherverhalten vergleichbar ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Frame-Zeit aufzeichnen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Identifiziere genau, wann die langsamen Frames auftreten, anstatt sich auf durchschnittliche FPS zu verlassen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. VRAM-Nutzung und Budget beobachten\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wenn dein Tool beides anzeigt, vergleiche den aktuellen Verbrauch mit dem verfügbaren Budget.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Systemspeicher-Überlauf beobachten\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Achte auf Host-Speicherwachstum oder andere Anzeichen dafür, dass der Grafik-Arbeitssatz nicht mehr komfortabel gerätelokal ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Eine speicherintensive Einstellung reduzieren\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verringere die Texturauflösung oder eine andere Einstellung, die bekanntermaßen den Speicherbedarf reduziert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Dieselbe Route wiederholen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine sinnvolle Verbesserung sollte dieselben Spitzen unter denselben Bedingungen reduzieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Kapazität von Streaming trennen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wenn das Problem nur beim Betreten neuer Bereiche auftritt, können Asset-Streaming oder Kompilierung beteiligt sein, selbst wenn die Speichernutzung hoch ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-42\">Frame-Zeit-Korrelation ist wichtiger als die Spitzenzahl\u003C\u002Fh2>\n\u003Cp>Angenommen, VRAM erreicht 7,7 GB und bleibt dort zwanzig Minuten lang, während das Spiel flüssig läuft. Diese Spitze allein ist ein schwacher Beweis.\u003C\u002Fp>\n\u003Cp>Nehmen wir nun an, jede Kameradrehung in einen neuen Bereich lässt den Systemspeicherverkehr ansteigen und erzeugt eine 60-ms-Frame-Spitze. Diese Korrelation ist viel nützlicher.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems enthält eine Frame Health-Ansicht, die speziell darauf ausgelegt ist, ungewöhnlich langsame Aktionen in Frames aufzudecken, einschließlich Speicherzuordnung unter anderem. Timing-Beweise mit Speicher-Beweisen zu kombinieren ist weitaus aussagekräftiger, als einen einzelnen Kapazitätsgraphen isoliert zu betrachten.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">Speicherdruck und Asset-Streaming können ähnlich aussehen\u003C\u002Fh2>\n\u003Cp>Ein Spiel, das einen neuen Bereich aus dem Speicher streamt, kann ruckeln, selbst wenn es über ausreichend VRAM verfügt. Ein Spiel unter VRAM-Druck kann ebenfalls ruckeln, während es residente Ressourcen ersetzt. Aus der Perspektive des Spielers können beide wie „Textur-Lade-Ruckler“ aussehen.\u003C\u002Fp>\n\u003Cp>Der Unterschied ist wichtig, weil die Lösungen unterschiedlich sind. Das Verringern von Texturen kann bei einem Speicherresidenzproblem helfen, aber bei einem Shader-Kompilierungsstillstand oder einer speicherseitigen Asset-Dekompression möglicherweise wenig bewirken.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ähnliches Symptom, unterschiedliche Ursache\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Typisches Muster\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Nützlicher Test\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">VRAM-Druck\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Stutter worsens near memory budget; lower memory settings help\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Asset-Streaming\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Spikes cluster around traversal into new areas\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Repeat path; compare storage activity and later passes\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Shader-Kompilierung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">First encounter with an effect is worse than repeat encounters\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Repeat identical effect or area after caches are populated\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">CPU-seitige Dekompression \u002F Setup\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GPU may wait while CPU-side work spikes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Compare CPU\u002FGPU timing during the hitch\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Warum das Verringern von Texturen Ruckler beheben kann, ohne die durchschnittlichen FPS stark zu erhöhen\u003C\u002Fh2>\n\u003Cp>Wenn die durchschnittliche Bildrate von CPU- oder GPU-Berechnungen bestimmt wird, kann eine Reduzierung der Texturqualität den Durchschnitt möglicherweise nicht wesentlich erhöhen.\u003C\u002Fp>\n\u003Cp>Aber wenn das ursprüngliche Texturset Residenzdruck erzeugte, kann dieselbe Änderung langsame Frames und Durchlauf-Ruckler reduzieren.\u003C\u002Fp>\n\u003Cp>Dies ist ein weiterer Grund, nicht jede Grafikeinstellung nur nach durchschnittlichen FPS zu beurteilen. Einige Einstellungen verbessern die Konsistenz statt den Durchsatz.\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Eine praktische VRAM-Diagnosematrix\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Beobachtung\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Was sie nahelegt\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Konfidenz\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hohe VRAM-Auslastung, stabile Frame-Zeiten\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Könnte normales Caching oder stabile Residenz sein\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Geringe Hinweise auf ein Problem\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hohe Auslastung + Budgetdruck + wiederholbares Stottern\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Speicherdruck wird plausibel\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mäßig bis stark\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Niedrigere Texturen beseitigen Stottern\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Speicherbedarf war wahrscheinlich beteiligt\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Starkes diagnostisches Signal\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Niedrigere Texturen ändern nichts\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Streaming, Shader, CPU\u002FGPU-Timing oder eine andere Ursache prüfen\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Verschiebt den Verdacht woanders hin\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Systemspeichernutzung steigt während Hängern\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Möglicher Cross-Pool-Druck oder damit verbundene Speicherbewegung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Nützliche Korrelation, kein Beweis\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Stottern nur beim ersten Durchlauf\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kompilierung\u002FStreaming wird plausibler\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Erfordert Wiederholungstest\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-56\">Die Zahl der „VRAM-Anforderung“ ist immer arbeitslastabhängig\u003C\u002Fh2>\n\u003Cp>Es gibt keine einzelne universelle VRAM-Anforderung für ein Spiel, unabhängig von Einstellungen und Arbeitslast.\u003C\u002Fp>\n\u003Cp>Auflösung, Texturqualität, Raytracing, Levelkomplexität, Mods, hochauflösende Asset-Pakete, Frame-Buffer-Anzahl und Engine-Verhalten können alle das Working Set verändern.\u003C\u002Fp>\n\u003Cp>Eine nützliche Empfehlung benötigt daher Bedingungen: Auflösung, Einstellungen, Spielversion, Mod-Status und das Leistungsziel. „Dieses Spiel braucht 12 GB“ ohne diese Bedingungen ist zu grob, um eine zuverlässige technische Aussage zu sein.\u003C\u002Fp>\n\u003Ch2 id=\"section-60\">Warum das beim Kauf einer GPU wichtig ist\u003C\u002Fh2>\n\u003Cp>Die VRAM-Kapazität sollte nicht nur anhand der heutigen durchschnittlichen Allokationszahl bewertet werden. Die nützliche Frage ist, ob die Karte genügend Speicherreserven für die Auflösungen, Texturqualität, Raytracing-Funktionen und zukünftigen Arbeitslasten bietet, die Sie tatsächlich nutzen möchten.\u003C\u002Fp>\n\u003Cp>Gleichzeitig gleicht der Kauf von mehr VRAM nicht eine unzureichende GPU-Rechenleistung aus. Eine Karte kann reichlich Speicher haben und dennoch zu langsam für die Ziel-Rendering-Arbeitslast sein.\u003C\u002Fp>\n\u003Cp>Kapazität und Rechenleistung lösen unterschiedliche Einschränkungen.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>Unified-Memory-Architekturen verändern die physische Speichertopologie, weil CPU und GPU einen gemeinsamen Pool direkter teilen können. Die Unterscheidung zwischen Kapazität und Budget bleibt wichtig, aber das Kostenmodell unterscheidet sich von einer herkömmlichen diskreten GPU.\u003C\u002Fp>\n\u003Cp>Zukünftige GPU-Speichersysteme könnten auch Faulting, Kompression, Streaming oder Cross-Pool-Zugriff verbessern. Der genaue Leistungsverlust durch Speicherdruck kann sich ändern, aber die Kernunterscheidung zwischen Kapazität, aktivem Working Set und Residenzdruck bleibt nützlich.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Verbraucher-Monitoring-Tools legen nicht alle dieselben Speicherdefinitionen offen. „Allocated“, „dedicated usage“, „budget“, „committed“ und „resident“ können sich auf unterschiedliche Ebenen der Speicherverwaltung beziehen.\u003C\u002Fp>\n\u003Cp>Verwenden Sie ein Tool konsistent und lesen Sie dessen Metrikdefinitionen, bevor Sie Zahlen zwischen Systemen oder Reviews vergleichen.\u003C\u002Fp>\n\u003Ch2 id=\"section-70\">Fazit\u003C\u002Fh2>\n\u003Cp>Ein fast voller VRAM-Anzeiger ist nicht automatisch ein Problem, und ein nicht ganz voller Anzeiger garantiert keine Sicherheit.\u003C\u002Fp>\n\u003Cp>Die eigentliche Frage ist, ob die aktiven Ressourcen des Spiels innerhalb des aktuellen Speicherbudgets stabil bleiben. Messen Sie Frame-Zeiten, beobachten Sie nach Möglichkeit das Budget, testen Sie speicherintensive Einstellungen und suchen Sie nach wiederholbarer Korrelation. VRAM-Probleme drehen sich um Residenzdruck und Bewegung – nicht nur um die Zahl, die neben „GPU memory used“ steht.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">VRAM-Nutzung, Budgets und Ruckeln\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Ist eine VRAM-Auslastung von 100 % immer schlecht?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Eine hohe gemeldete Auslastung kann normal sein, wenn das Working Set des Spiels resident bleibt und die Frame-Ausgabe stabil ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kann einem Spiel der nutzbare VRAM ausgehen, bevor der Zähler die volle Kapazität der Karte erreicht?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ja. Das effektive Residenz-Budget kann niedriger sein als die physische Kapazität und kann sich ändern, wenn sich andere Prozesse und Systembedingungen ändern.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Warum behebt das Verringern der Texturen manchmal Ruckeln, erhöht aber nicht die durchschnittlichen FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Die Texturqualität kann den Speicherdruck und langsame Frame-Ereignisse reduzieren, selbst wenn der Durchsatz durch CPU- oder GPU-Berechnungen begrenzt ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Gleicht gemeinsam genutzter GPU-Speicher einen niedrigen VRAM aus?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Systemspeicher kann von Grafik-Workloads genutzt werden, hat aber nicht die gleichen Leistungsmerkmale wie gerätelokaler VRAM auf einer diskreten GPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Wie kann ich feststellen, ob Ruckeln wirklich durch VRAM verursacht wird?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Verwenden Sie reproduzierbare Aufzeichnungen, vergleichen Sie Frame-Zeit-Spitzen mit Speicherbudget\u002F-nutzung und testen Sie, ob das Reduzieren speicherintensiver Einstellungen dieselben Aussetzer beseitigt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Wie viel VRAM benötigt ein Spiel wirklich?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Das hängt von Auflösung, Einstellungen, Raytracing, Assets, Mods und Engine-Verhalten ab. Eine nützliche Anforderung sollte immer diese Bedingungen enthalten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige VRAM-Begriffe\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"vram-capacity\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">VRAM-Kapazität\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Der physische diskrete Videospeicher, der auf einer Grafikkarte installiert ist.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Residenz\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Der Zustand, in dem eine GPU-Ressource aktuell von der GPU im relevanten physischen Speicherpool zugänglich ist.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency-budget\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Residenz-Budget\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die Menge an GPU-zugänglichem physischem Speicher, die ein Prozess gemäß der Speicherverwaltungsrichtlinie des Betriebssystems zu einem bestimmten Zeitpunkt resident halten soll.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"working-set\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Working Set\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die Ressourcen, die das Spiel für seine aktuelle Arbeitslast aktiv benötigt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"eviction\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Eviction\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Das Entfernen einer Ressource aus der aktiven Residenz, damit der Speicher für andere Ressourcen genutzt werden kann.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"vram-pressure-ladder\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">VRAM Pressure Ladder\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure-Rocks-Modell, das den Übergang von komfortablem Spielraum zu instabiler Residenz und sichtbaren speicherbedingten Fehlern beschreibt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency-stability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Residency Stability Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure-Rocks-Workflow zur Korrelation von Frame-Zeit-Problemen mit VRAM-Budget, -Nutzung, Spillover und kontrollierten Änderungen der Speichereinstellungen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Direct3D 12 Residency\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Microsoft-Dokumentation zu Residenz-Budgets, Heap-Ressourcen, Eviction und dem Verhalten von diskretem Videospeicher unter Druck.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Process Residency Budgets\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Windows-Treiberdokumentation, die WDDM-Prozessspeicherbudgets und die Dimensionierung residenter Ressourcen durch Anwendungen erklärt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Memory Management in Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Übersicht über die Direct3D 12-Speicherverwaltung und die Classify-Budget-Stream-Strategie.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — ID3D12Device::MakeResident\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle API-Dokumentation, die das Einlagern von Ressourcen in den entsprechenden Speicherpool und die Verwaltung der Residenz beschreibt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Nsight Systems — Benutzerhandbuch\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle NVIDIA-Dokumentation, die VRAM- und WDDM-Systemspeichernutzung, Speicherbudgets und Frame-Health-Analyse zur Untersuchung von Ruckeln aufzeigt.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1094},1790375674390,[540,545,552,558,564,569,573,577,581,619,623,627,631,637,641,645,649,653,657,682,686,690,694,698,702,706,710,714,718,722,726,732,736,740,744,748,752,756,760,764,768,794,798,802,806,810,814,818,822,858,862,866,870,874,878,911,915,919,923,927,931,935,939,943,947,951,955,959,963,967,971,975,979,983,1012,1016,1049,1053,1062,1070,1078,1086],{"id":541,"data":542,"type":544},"intro",{"text":543},"Wenn auf einer 8-GB-Grafikkarte 7,8 GB belegt angezeigt werden, kann das wie ein Beweis dafür aussehen, dass dem Spiel der VRAM ausgegangen ist. So einfach ist es nicht. Moderne Grafik-APIs, Treiber und Betriebssysteme verwalten den Videospeicher über Budgets, Residenz und mehrere Speicherpools. Eine hohe Zuordnungs- oder Nutzungszahl kann normal sein, während eine niedrigere Zahl immer noch ein echtes Speicherdruckproblem verbergen kann.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>VRAM-Nutzung ist nicht dasselbe wie VRAM-Anforderung.\u003C\u002Fstrong> Entscheidend ist, ob das Spiel die benötigten Ressourcen innerhalb des verfügbaren Speicherbudgets resident halten kann, ohne wiederholte Verdrängung, Paging oder andere Verzögerungen. Ein fast voller VRAM-Graph kann gesund sein; instabile Residenz unter Druck kann Ruckeln verursachen, noch bevor ein einfacher Zähler die angegebene Kapazität der Karte erreicht.","Direkte Antwort","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Die unten beschriebene VRAM-Druckleiter und der Residenzstabilitätstest sind praktische diagnostische Modelle von Figure Rocks. Sie sind keine formelle Microsoft- oder NVIDIA-Terminologie.","Das in diesem Artikel verwendete Modell","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Inhalt",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-three",{"text":567,"level":47},"Drei Zahlen werden oft verwechselt: Kapazität, Budget und Nutzung","header",{"id":570,"data":571,"type":544},"p-three-1",{"text":572},"Die auf der Grafikkarte aufgedruckte Zahl ist die physische Videospeicherkapazität. Windows und der Grafiktreiber stellen außerdem ein Speicherbudget bereit: die Menge, die ein Prozess zu diesem Zeitpunkt vernünftigerweise resident halten kann. Die Anwendung verbraucht dann einen Teil dieses Budgets mit Texturen, Renderzielen, Puffern, Beschleunigungsstrukturen und anderen GPU-Ressourcen.",{"id":574,"data":575,"type":544},"p-three-2",{"text":576},"Microsofts Direct3D 12-Residenzdokumentation besagt, dass das verfügbare Videospeicherbudget schwanken kann, wenn Hintergrundprozesse aufwachen und schlafen gehen oder wenn der Fokus zwischen Anwendungen wechselt. Das bedeutet, dass der praktisch verfügbare Speicher für ein Spiel nicht immer eine feste Zahl ist, die dem Aufkleber auf der GPU entspricht.",{"id":578,"data":579,"type":544},"p-three-3",{"text":580},"NVIDIA Nsight Systems macht diesen Unterschied direkt sichtbar, indem es die GPU-VRAM-Nutzung zusammen mit dem Speicherbudget unter Windows aufzeichnet.",{"id":582,"data":583,"type":618},"three-table",{"rows":584,"title":606,"layout":607,"columns":608},[585,592,599],{"id":586,"label":587,"values":588},"capacity","Physische VRAM-Kapazität",{"changes":589,"meaning":590,"mistake":591},"No","The card's installed discrete video memory","Assuming the game can always use every byte freely",{"id":593,"label":594,"values":595},"budget","Residenzbudget",{"changes":596,"meaning":597,"mistake":598},"Yes","The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently","Treating it as identical to physical capacity",{"id":600,"label":601,"values":602},"usage","Aktuelle Nutzung \u002F Zuordnung",{"changes":603,"meaning":604,"mistake":605},"Constantly","Memory currently consumed or allocated by the process\u002Ftool's accounting model","Treating a high number as automatic proof of exhaustion","Kapazität vs. Budget vs. Nutzung","table",[609,612,615],{"id":610,"label":611},"meaning","Was es bedeutet",{"id":613,"label":614},"changes","Kann es sich während des Spielens ändern?",{"id":616,"label":617},"mistake","Häufiger Fehler","comparison",{"id":620,"data":621,"type":568},"h-alloc",{"text":622,"level":47},"Zugewiesener Speicher ist nicht automatisch Speicher, ohne den das Spiel nicht leben kann",{"id":624,"data":625,"type":544},"p-alloc-1",{"text":626},"Spiele können Assets verfügbar halten, weil ungenutzter VRAM für sich genommen wenig Wert hat. Ein Spiel kann Texturen, Geometrie oder temporäre Ressourcen zwischenspeichern, damit sie bei Bedarf bereitstehen.",{"id":628,"data":629,"type":544},"p-alloc-2",{"text":630},"Deshalb ist „mein Spiel nutzt fast meinen gesamten VRAM“ für sich genommen keine Diagnose. Die nützliche Frage ist, ob das Arbeitspaket innerhalb des Budgets stabil bleibt und ob das System Ressourcen wiederholt verschieben oder neu erstellen muss.",{"id":632,"data":633,"type":551},"better-question",{"body":634,"title":635,"variant":636},"Fragen Sie nicht nur \u003Cstrong>„Wie viel VRAM wird genutzt?“\u003C\u002Fstrong> Fragen Sie \u003Cstrong>„Steht das Spiel unter Residenzdruck, und korreliert dieser Druck mit langsamen Frames?“\u003C\u002Fstrong>","Die bessere Frage","success",{"id":638,"data":639,"type":568},"h-residency",{"text":640,"level":47},"Was Residenz tatsächlich bedeutet",{"id":642,"data":643,"type":544},"p-res-1",{"text":644},"Microsoft definiert eine Ressource als resident, wenn sie von der GPU zugänglich ist. Direct3D 12-Anwendungen müssen die Beziehung zwischen ihren GPU-zugänglichen Ressourcen und dem aktuellen Residenzbudget verwalten.",{"id":646,"data":647,"type":544},"p-res-2",{"text":648},"Wenn der Druck steigt, können Ressourcen aus der Residenz mit schnellem Zugriff verdrängt werden. Microsoft weist darauf hin, dass der Kernel auf diskreten GPUs als extremen Fallback einige Heaps vom Videospeicher in den Systemspeicher verschieben kann, aber Anwendungen sollten innerhalb des Budgets bleiben, anstatt sich auf überbudgetiertes Verhalten zu verlassen.",{"id":650,"data":651,"type":544},"p-res-3",{"text":652},"Die praktische Konsequenz ist, dass es bei Leistungsproblemen um Bewegung und Verfügbarkeit geht, nicht nur um die visuelle Fülle eines Balkens.",{"id":654,"data":655,"type":568},"h-ladder",{"text":656,"level":47},"Die VRAM-Druckleiter",{"id":658,"data":659,"type":681},"pressure-ladder",{"steps":660,"title":679,"orientation":680},[661,664,667,670,673,676],{"label":662,"description":663},"1. Spielraum","Das Arbeits-Set passt bequem in das aktuelle Budget.",{"label":665,"description":666},"2. Hohe, aber stabile Residenz","Die VRAM-Nutzung ist hoch, aber erforderliche Ressourcen bleiben resident und die Frame-Ausgabe ist stabil.",{"label":668,"description":669},"3. Budgetdruck","Das Spiel nähert sich dem aktuellen Budget und hat weniger Raum für zusätzliche Ressourcen oder kurzzeitige Spitzen.",{"label":671,"description":672},"4. Verdrängung und Ersetzung","Ressourcen müssen entfernt, neu erstellt, gestreamt oder verschoben werden, wenn sich das Arbeits-Set ändert.",{"label":674,"description":675},"5. Poolübergreifender Fallback","Einige Ressourcen können stärker auf Systemarbeitsspeicher oder Transfers angewiesen sein, was Latenz und Bandbreitendruck erhöht.",{"label":677,"description":678},"6. Sichtbares Versagen","Ruckeln, verzögertes Eintreffen von Texturen, reduzierte Qualität, Allokationsfehler oder Instabilität treten auf.","Von gesunder Nutzung zu disruptivem Speicherdruck","auto","processFlow",{"id":683,"data":684,"type":568},"h-textures",{"text":685,"level":47},"Warum Texturen die erste Einstellung sind, die man beschuldigt",{"id":687,"data":688,"type":544},"p-tex-1",{"text":689},"Die Texturqualität hat oft eine starke Beziehung zum Speicherbedarf, weil höher aufgelöste Textur-Assets mehr Speicher benötigen. Das macht die Texturqualität zu einem sinnvollen Test, wenn VRAM-Druck vermutet wird.",{"id":691,"data":692,"type":544},"p-tex-2",{"text":693},"Aber die Texturqualität ist nicht der einzige Verbraucher. Render-Targets, Geometriepuffer, Shadow Maps, Raytracing-Beschleunigungsstrukturen, Frame-Generierungs- oder Rekonstruktionsressourcen, Caches und enginespezifische Allokationen konkurrieren ebenfalls um Speicher.",{"id":695,"data":696,"type":544},"p-tex-3",{"text":697},"So kann ein Spiel selbst mit moderaten Texturen ein komfortables Speicherbudget überschreiten, und ein anderes Spiel kann nahe der physischen Kapazität ohne sichtbare Probleme laufen, weil seine Residenzstrategie effizient ist.",{"id":699,"data":700,"type":568},"h-pools",{"text":701,"level":47},"Dedizierter VRAM und Systemarbeitsspeicher sind unterschiedliche Pools",{"id":703,"data":704,"type":544},"p-pool-1",{"text":705},"Bei einer diskreten GPU ist der dedizierte VRAM physisch an die Grafikkarte angebunden. Der System-RAM befindet sich auf der CPU-Seite der Plattform.",{"id":707,"data":708,"type":544},"p-pool-2",{"text":709},"Microsofts D3D12-Dokumentation beschreibt diskrete Adapter als mit separaten Speicherpools ausgestattet und warnt davor, Heaps vom Videospeicher weg zu verlagern, was als letztes Mittel und nicht als normale Leistungsstrategie behandelt werden sollte.",{"id":711,"data":712,"type":544},"p-pool-3",{"text":713},"NVIDIA Nsight Systems zeigt separate Windows-Diagramme für GPU-VRAM und WDDM-Systemarbeitsspeicher, was nützlich ist, um zu diagnostizieren, ob Speicherdruck über den gerätelokalen Pool hinausgeht.",{"id":715,"data":716,"type":568},"h-shared",{"text":717,"level":47},"Gemeinsam genutzter GPU-Speicher macht aus einer 8-GB-Karte keine 24-GB-Karte",{"id":719,"data":720,"type":544},"p-shared-1",{"text":721},"Windows kann Systemarbeitsspeicher für Grafik-Workloads bereitstellen, aber das macht System-RAM nicht gleichwertig zu dediziertem VRAM.",{"id":723,"data":724,"type":544},"p-shared-2",{"text":725},"Die beiden Pools unterscheiden sich in physischer Lage, Zugriffspfad, Latenz und Bandbreite. Ein Grafik-Workload, der auf Host-Speicher angewiesen ist, befindet sich nicht in derselben Situation wie einer, dessen aktive Ressourcen im gerätelokalen Speicher bleiben.",{"id":727,"data":728,"type":551},"shared-warning",{"body":729,"title":730,"variant":731},"Das Addieren von „Dedizierter GPU-Speicher“ und „Gemeinsam genutzter GPU-Speicher“ ergibt eine adressierbare Gesamtsumme, nicht einen Pool mit einheitlichen Leistungsmerkmalen.","Task-Manager-Summen können irreführend sein","warning",{"id":733,"data":734,"type":568},"h-before100",{"text":735,"level":47},"Warum ein Spiel ruckeln kann, bevor VRAM 100 % anzeigt",{"id":737,"data":738,"type":544},"p-before-1",{"text":739},"Das Residenzbudget kann niedriger als die physische Kapazität sein und sich ändern, während das Spiel läuft. Hintergrund-GPU-Anwendungen, Overlays, Browser, Aufzeichnungstools oder ein anderer Prozess können die für das Spiel verfügbare Speichermenge verändern.",{"id":741,"data":742,"type":544},"p-before-2",{"text":743},"Das bedeutet, ein Spiel muss nicht genau 8,0 von 8,0 GB anzeigen, bevor Speicherdruck relevant wird.",{"id":745,"data":746,"type":544},"p-before-3",{"text":747},"Microsoft weist ausdrücklich darauf hin, dass das Budget schwanken kann und dass eine Überschreitung des Budgets dazu führen kann, dass ein Prozess zeitweise eingefroren wird, damit andere Anwendungen laufen können, oder dass die Ressourcenerstellung fehlschlägt.",{"id":749,"data":750,"type":568},"h-fullsmooth",{"text":751,"level":47},"Warum 100 % gemeldete Nutzung trotzdem flüssig sein kann",{"id":753,"data":754,"type":544},"p-full-1",{"text":755},"Das Gegenteil ist ebenfalls möglich. Ein Spiel oder Treiber kann Speicher aggressiv reservieren oder zurückhalten und trotzdem einen gesunden Arbeitssatz beibehalten.",{"id":757,"data":758,"type":544},"p-full-2",{"text":759},"Wenn die Frame-Zeiten stabil bleiben, das Textur-Streaming normal funktioniert und das Spiel innerhalb seines effektiven Residenzbudgets bleibt, kann die hohe Zahl einfach bedeuten, dass verfügbarer Speicher produktiv genutzt wird.",{"id":761,"data":762,"type":544},"p-full-3",{"text":763},"Ein voll aussehender Graph ist ein Signal zum Untersuchen, kein Urteil.",{"id":765,"data":766,"type":568},"h-test",{"text":767,"level":47},"Der Residenz-Stabilitätstest",{"id":769,"data":770,"type":681},"residency-test",{"steps":771,"title":793,"orientation":680},[772,775,778,781,784,787,790],{"label":773,"description":774},"1. Den Ruckler reproduzieren","Verwende denselben Ort, dieselbe Kamerabewegung oder denselben Durchlaufpfad, damit das Speicherverhalten vergleichbar ist.",{"label":776,"description":777},"2. Frame-Zeit aufzeichnen","Identifiziere genau, wann die langsamen Frames auftreten, anstatt sich auf durchschnittliche FPS zu verlassen.",{"label":779,"description":780},"3. VRAM-Nutzung und Budget beobachten","Wenn dein Tool beides anzeigt, vergleiche den aktuellen Verbrauch mit dem verfügbaren Budget.",{"label":782,"description":783},"4. Systemspeicher-Überlauf beobachten","Achte auf Host-Speicherwachstum oder andere Anzeichen dafür, dass der Grafik-Arbeitssatz nicht mehr komfortabel gerätelokal ist.",{"label":785,"description":786},"5. Eine speicherintensive Einstellung reduzieren","Verringere die Texturauflösung oder eine andere Einstellung, die bekanntermaßen den Speicherbedarf reduziert.",{"label":788,"description":789},"6. Dieselbe Route wiederholen","Eine sinnvolle Verbesserung sollte dieselben Spitzen unter denselben Bedingungen reduzieren.",{"label":791,"description":792},"7. Kapazität von Streaming trennen","Wenn das Problem nur beim Betreten neuer Bereiche auftritt, können Asset-Streaming oder Kompilierung beteiligt sein, selbst wenn die Speichernutzung hoch ist.","Prüfen, ob VRAM tatsächlich das Problem verursacht",{"id":795,"data":796,"type":568},"h-correlation",{"text":797,"level":47},"Frame-Zeit-Korrelation ist wichtiger als die Spitzenzahl",{"id":799,"data":800,"type":544},"p-corr-1",{"text":801},"Angenommen, VRAM erreicht 7,7 GB und bleibt dort zwanzig Minuten lang, während das Spiel flüssig läuft. Diese Spitze allein ist ein schwacher Beweis.",{"id":803,"data":804,"type":544},"p-corr-2",{"text":805},"Nehmen wir nun an, jede Kameradrehung in einen neuen Bereich lässt den Systemspeicherverkehr ansteigen und erzeugt eine 60-ms-Frame-Spitze. Diese Korrelation ist viel nützlicher.",{"id":807,"data":808,"type":544},"p-corr-3",{"text":809},"NVIDIA Nsight Systems enthält eine Frame Health-Ansicht, die speziell darauf ausgelegt ist, ungewöhnlich langsame Aktionen in Frames aufzudecken, einschließlich Speicherzuordnung unter anderem. Timing-Beweise mit Speicher-Beweisen zu kombinieren ist weitaus aussagekräftiger, als einen einzelnen Kapazitätsgraphen isoliert zu betrachten.",{"id":811,"data":812,"type":568},"h-streaming",{"text":813,"level":47},"Speicherdruck und Asset-Streaming können ähnlich aussehen",{"id":815,"data":816,"type":544},"p-stream-1",{"text":817},"Ein Spiel, das einen neuen Bereich aus dem Speicher streamt, kann ruckeln, selbst wenn es über ausreichend VRAM verfügt. Ein Spiel unter VRAM-Druck kann ebenfalls ruckeln, während es residente Ressourcen ersetzt. Aus der Perspektive des Spielers können beide wie „Textur-Lade-Ruckler“ aussehen.",{"id":819,"data":820,"type":544},"p-stream-2",{"text":821},"Der Unterschied ist wichtig, weil die Lösungen unterschiedlich sind. Das Verringern von Texturen kann bei einem Speicherresidenzproblem helfen, aber bei einem Shader-Kompilierungsstillstand oder einer speicherseitigen Asset-Dekompression möglicherweise wenig bewirken.",{"id":823,"data":824,"type":618},"similar-table",{"rows":825,"title":850,"layout":607,"columns":851},[826,832,838,844],{"id":827,"label":828,"values":829},"vram","VRAM-Druck",{"test":830,"pattern":831},"Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers","Stutter worsens near memory budget; lower memory settings help",{"id":833,"label":834,"values":835},"storage","Asset-Streaming",{"test":836,"pattern":837},"Repeat path; compare storage activity and later passes","Spikes cluster around traversal into new areas",{"id":839,"label":840,"values":841},"shader","Shader-Kompilierung",{"test":842,"pattern":843},"Repeat identical effect or area after caches are populated","First encounter with an effect is worse than repeat encounters",{"id":845,"label":846,"values":847},"cpu","CPU-seitige Dekompression \u002F Setup",{"test":848,"pattern":849},"Compare CPU\u002FGPU timing during the hitch","GPU may wait while CPU-side work spikes","Ähnliches Symptom, unterschiedliche Ursache",[852,855],{"id":853,"label":854},"pattern","Typisches Muster",{"id":856,"label":857},"test","Nützlicher Test",{"id":859,"data":860,"type":568},"h-texturefix",{"text":861,"level":47},"Warum das Verringern von Texturen Ruckler beheben kann, ohne die durchschnittlichen FPS stark zu erhöhen",{"id":863,"data":864,"type":544},"p-tfix-1",{"text":865},"Wenn die durchschnittliche Bildrate von CPU- oder GPU-Berechnungen bestimmt wird, kann eine Reduzierung der Texturqualität den Durchschnitt möglicherweise nicht wesentlich erhöhen.",{"id":867,"data":868,"type":544},"p-tfix-2",{"text":869},"Aber wenn das ursprüngliche Texturset Residenzdruck erzeugte, kann dieselbe Änderung langsame Frames und Durchlauf-Ruckler reduzieren.",{"id":871,"data":872,"type":544},"p-tfix-3",{"text":873},"Dies ist ein weiterer Grund, nicht jede Grafikeinstellung nur nach durchschnittlichen FPS zu beurteilen. Einige Einstellungen verbessern die Konsistenz statt den Durchsatz.",{"id":875,"data":876,"type":568},"h-matrix",{"text":877,"level":47},"Eine praktische VRAM-Diagnosematrix",{"id":879,"data":880,"type":607},"diag-matrix",{"content":881,"stretched":910,"withHeadings":15},[882,886,890,894,898,902,906],[883,884,885],"Beobachtung","Was sie nahelegt","Konfidenz",[887,888,889],"Hohe VRAM-Auslastung, stabile Frame-Zeiten","Könnte normales Caching oder stabile Residenz sein","Geringe Hinweise auf ein Problem",[891,892,893],"Hohe Auslastung + Budgetdruck + wiederholbares Stottern","Speicherdruck wird plausibel","Mäßig bis stark",[895,896,897],"Niedrigere Texturen beseitigen Stottern","Speicherbedarf war wahrscheinlich beteiligt","Starkes diagnostisches Signal",[899,900,901],"Niedrigere Texturen ändern nichts","Streaming, Shader, CPU\u002FGPU-Timing oder eine andere Ursache prüfen","Verschiebt den Verdacht woanders hin",[903,904,905],"Systemspeichernutzung steigt während Hängern","Möglicher Cross-Pool-Druck oder damit verbundene Speicherbewegung","Nützliche Korrelation, kein Beweis",[907,908,909],"Stottern nur beim ersten Durchlauf","Kompilierung\u002FStreaming wird plausibler","Erfordert Wiederholungstest",false,{"id":912,"data":913,"type":568},"h-requirement",{"text":914,"level":47},"Die Zahl der „VRAM-Anforderung“ ist immer arbeitslastabhängig",{"id":916,"data":917,"type":544},"p-req-1",{"text":918},"Es gibt keine einzelne universelle VRAM-Anforderung für ein Spiel, unabhängig von Einstellungen und Arbeitslast.",{"id":920,"data":921,"type":544},"p-req-2",{"text":922},"Auflösung, Texturqualität, Raytracing, Levelkomplexität, Mods, hochauflösende Asset-Pakete, Frame-Buffer-Anzahl und Engine-Verhalten können alle das Working Set verändern.",{"id":924,"data":925,"type":544},"p-req-3",{"text":926},"Eine nützliche Empfehlung benötigt daher Bedingungen: Auflösung, Einstellungen, Spielversion, Mod-Status und das Leistungsziel. „Dieses Spiel braucht 12 GB“ ohne diese Bedingungen ist zu grob, um eine zuverlässige technische Aussage zu sein.",{"id":928,"data":929,"type":568},"h-buying",{"text":930,"level":47},"Warum das beim Kauf einer GPU wichtig ist",{"id":932,"data":933,"type":544},"p-buy-1",{"text":934},"Die VRAM-Kapazität sollte nicht nur anhand der heutigen durchschnittlichen Allokationszahl bewertet werden. Die nützliche Frage ist, ob die Karte genügend Speicherreserven für die Auflösungen, Texturqualität, Raytracing-Funktionen und zukünftigen Arbeitslasten bietet, die Sie tatsächlich nutzen möchten.",{"id":936,"data":937,"type":544},"p-buy-2",{"text":938},"Gleichzeitig gleicht der Kauf von mehr VRAM nicht eine unzureichende GPU-Rechenleistung aus. Eine Karte kann reichlich Speicher haben und dennoch zu langsam für die Ziel-Rendering-Arbeitslast sein.",{"id":940,"data":941,"type":544},"p-buy-3",{"text":942},"Kapazität und Rechenleistung lösen unterschiedliche Einschränkungen.",{"id":944,"data":945,"type":568},"h-change",{"text":946,"level":47},"Was würde diese Antwort ändern?",{"id":948,"data":949,"type":544},"p-change-1",{"text":950},"Unified-Memory-Architekturen verändern die physische Speichertopologie, weil CPU und GPU einen gemeinsamen Pool direkter teilen können. Die Unterscheidung zwischen Kapazität und Budget bleibt wichtig, aber das Kostenmodell unterscheidet sich von einer herkömmlichen diskreten GPU.",{"id":952,"data":953,"type":544},"p-change-2",{"text":954},"Zukünftige GPU-Speichersysteme könnten auch Faulting, Kompression, Streaming oder Cross-Pool-Zugriff verbessern. Der genaue Leistungsverlust durch Speicherdruck kann sich ändern, aber die Kernunterscheidung zwischen Kapazität, aktivem Working Set und Residenzdruck bleibt nützlich.",{"id":956,"data":957,"type":568},"h-limit",{"text":958,"level":47},"Einschränkungen",{"id":960,"data":961,"type":544},"p-limit-1",{"text":962},"Verbraucher-Monitoring-Tools legen nicht alle dieselben Speicherdefinitionen offen. „Allocated“, „dedicated usage“, „budget“, „committed“ und „resident“ können sich auf unterschiedliche Ebenen der Speicherverwaltung beziehen.",{"id":964,"data":965,"type":544},"p-limit-2",{"text":966},"Verwenden Sie ein Tool konsistent und lesen Sie dessen Metrikdefinitionen, bevor Sie Zahlen zwischen Systemen oder Reviews vergleichen.",{"id":968,"data":969,"type":568},"h-conclusion",{"text":970,"level":47},"Fazit",{"id":972,"data":973,"type":544},"p-conc-1",{"text":974},"Ein fast voller VRAM-Anzeiger ist nicht automatisch ein Problem, und ein nicht ganz voller Anzeiger garantiert keine Sicherheit.",{"id":976,"data":977,"type":544},"p-conc-2",{"text":978},"Die eigentliche Frage ist, ob die aktiven Ressourcen des Spiels innerhalb des aktuellen Speicherbudgets stabil bleiben. Messen Sie Frame-Zeiten, beobachten Sie nach Möglichkeit das Budget, testen Sie speicherintensive Einstellungen und suchen Sie nach wiederholbarer Korrelation. VRAM-Probleme drehen sich um Residenzdruck und Bewegung – nicht nur um die Zahl, die neben „GPU memory used“ steht.",{"id":980,"data":981,"type":568},"h-faq",{"text":982,"level":47},"FAQ",{"id":984,"data":985,"type":984},"faq",{"items":986,"title":1011},[987,991,995,999,1003,1007],{"id":988,"answer":989,"question":990},"faq1","Nein. Eine hohe gemeldete Auslastung kann normal sein, wenn das Working Set des Spiels resident bleibt und die Frame-Ausgabe stabil ist.","Ist eine VRAM-Auslastung von 100 % immer schlecht?",{"id":992,"answer":993,"question":994},"faq2","Ja. Das effektive Residenz-Budget kann niedriger sein als die physische Kapazität und kann sich ändern, wenn sich andere Prozesse und Systembedingungen ändern.","Kann einem Spiel der nutzbare VRAM ausgehen, bevor der Zähler die volle Kapazität der Karte erreicht?",{"id":996,"answer":997,"question":998},"faq3","Die Texturqualität kann den Speicherdruck und langsame Frame-Ereignisse reduzieren, selbst wenn der Durchsatz durch CPU- oder GPU-Berechnungen begrenzt ist.","Warum behebt das Verringern der Texturen manchmal Ruckeln, erhöht aber nicht die durchschnittlichen FPS?",{"id":1000,"answer":1001,"question":1002},"faq4","Systemspeicher kann von Grafik-Workloads genutzt werden, hat aber nicht die gleichen Leistungsmerkmale wie gerätelokaler VRAM auf einer diskreten GPU.","Gleicht gemeinsam genutzter GPU-Speicher einen niedrigen VRAM aus?",{"id":1004,"answer":1005,"question":1006},"faq5","Verwenden Sie reproduzierbare Aufzeichnungen, vergleichen Sie Frame-Zeit-Spitzen mit Speicherbudget\u002F-nutzung und testen Sie, ob das Reduzieren speicherintensiver Einstellungen dieselben Aussetzer beseitigt.","Wie kann ich feststellen, ob Ruckeln wirklich durch VRAM verursacht wird?",{"id":1008,"answer":1009,"question":1010},"faq6","Das hängt von Auflösung, Einstellungen, Raytracing, Assets, Mods und Engine-Verhalten ab. Eine nützliche Anforderung sollte immer diese Bedingungen enthalten.","Wie viel VRAM benötigt ein Spiel wirklich?","VRAM-Nutzung, Budgets und Ruckeln",{"id":1013,"data":1014,"type":568},"h-glossary",{"text":1015,"level":47},"Glossar",{"id":1017,"data":1018,"type":1017},"glossary",{"title":1019,"entries":1020},"Wichtige VRAM-Begriffe",[1021,1025,1029,1033,1037,1041,1045],{"term":1022,"anchor":1023,"definition":1024},"VRAM-Kapazität","vram-capacity","Der physische diskrete Videospeicher, der auf einer Grafikkarte installiert ist.",{"term":1026,"anchor":1027,"definition":1028},"Residenz","residency","Der Zustand, in dem eine GPU-Ressource aktuell von der GPU im relevanten physischen Speicherpool zugänglich ist.",{"term":1030,"anchor":1031,"definition":1032},"Residenz-Budget","residency-budget","Die Menge an GPU-zugänglichem physischem Speicher, die ein Prozess gemäß der Speicherverwaltungsrichtlinie des Betriebssystems zu einem bestimmten Zeitpunkt resident halten soll.",{"term":1034,"anchor":1035,"definition":1036},"Working Set","working-set","Die Ressourcen, die das Spiel für seine aktuelle Arbeitslast aktiv benötigt.",{"term":1038,"anchor":1039,"definition":1040},"Eviction","eviction","Das Entfernen einer Ressource aus der aktiven Residenz, damit der Speicher für andere Ressourcen genutzt werden kann.",{"term":1042,"anchor":1043,"definition":1044},"VRAM Pressure Ladder","vram-pressure-ladder","Ein Figure-Rocks-Modell, das den Übergang von komfortablem Spielraum zu instabiler Residenz und sichtbaren speicherbedingten Fehlern beschreibt.",{"term":1046,"anchor":1047,"definition":1048},"Residency Stability Test","residency-stability-test","Ein Figure-Rocks-Workflow zur Korrelation von Frame-Zeit-Problemen mit VRAM-Budget, -Nutzung, Spillover und kontrollierten Änderungen der Speichereinstellungen.",{"id":1050,"data":1051,"type":568},"h-sources",{"text":1052,"level":47},"Primärquellen",{"id":1054,"data":1055,"type":1061},"src-ms-residency",{"link":1056,"meta":1057},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency",{"image":1058,"title":1059,"description":1060},{"url":13},"Microsoft Learn — Direct3D 12 Residency","Offizielle Microsoft-Dokumentation zu Residenz-Budgets, Heap-Ressourcen, Eviction und dem Verhalten von diskretem Videospeicher unter Druck.","linkTool",{"id":1063,"data":1064,"type":1061},"src-ms-budget",{"link":1065,"meta":1066},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets",{"image":1067,"title":1068,"description":1069},{"url":13},"Microsoft Learn — Process Residency Budgets","Offizielle Windows-Treiberdokumentation, die WDDM-Prozessspeicherbudgets und die Dimensionierung residenter Ressourcen durch Anwendungen erklärt.",{"id":1071,"data":1072,"type":1061},"src-ms-memory",{"link":1073,"meta":1074},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management",{"image":1075,"title":1076,"description":1077},{"url":13},"Microsoft Learn — Memory Management in Direct3D 12","Offizielle Übersicht über die Direct3D 12-Speicherverwaltung und die Classify-Budget-Stream-Strategie.",{"id":1079,"data":1080,"type":1061},"src-ms-makeresident",{"link":1081,"meta":1082},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident",{"image":1083,"title":1084,"description":1085},{"url":13},"Microsoft Learn — ID3D12Device::MakeResident","Offizielle API-Dokumentation, die das Einlagern von Ressourcen in den entsprechenden Speicherpool und die Verwaltung der Residenz beschreibt.",{"id":1087,"data":1088,"type":1061},"src-nvidia-nsight",{"link":1089,"meta":1090},"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F",{"image":1091,"title":1092,"description":1093},{"url":13},"NVIDIA Nsight Systems — Benutzerhandbuch","Offizielle NVIDIA-Dokumentation, die VRAM- und WDDM-Systemspeichernutzung, Speicherbudgets und Frame-Health-Analyse zur Untersuchung von Ruckeln aufzeigt.","2.31","Wenn 7,8 GB auf einer 8-GB-Grafikkarte belegt sind, kann das wie ein Beweis dafür aussehen, dass einem Spiel der VRAM ausgegangen ist. So einfach ist es nicht. Dieser Leitfaden erklärt VRAM-Kapazität, Residenzbudgets, Working Sets, Shared Memory und wie man feststellt, ob Speicherdruck tatsächlich Ruckeln verursacht.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg","PUBLISHED","2026-09-25T18:33:00.000Z","2026-09-25T22:33:38.331Z","2026-09-25T22:38:02.913Z",{"en":1103,"de":1104,"sr":1105,"es":1106,"fr":1107,"it":1108,"ru":1109,"zh":1110},"\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fde\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fsr\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fes\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Ffr\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fit\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fru\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fzh\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story",[1112,1116,1120,1124,1128],{"id":1113,"name":1114,"slug":1115},152,"VRAM und Streaming","vram-and-streaming",{"id":1117,"name":1118,"slug":1119},330,"Streaming- und IO-Fehlerbehebungen","streaming-and-io-fixes",{"id":1121,"name":1122,"slug":1123},63,"Streaming-Ruckler","streaming-stutter",{"id":1125,"name":1126,"slug":1127},62,"Shader-Ruckler","shader-stutter",{"id":1129,"name":1130,"slug":1131},328,"Ruckler-Typ identifizieren","identify-stutter-type",{"id":283,"login":1133,"email":1134,"displayName":1135},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1137,1546],{"lang":8,"title":1138,"content":1139,"contentJson":1140,"excerpt":1545},"VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","{\"time\":1790375269866,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"Seeing 7.8 GB used on an 8 GB graphics card can look like proof that the game has “run out of VRAM.” It is not that simple. Modern graphics APIs, drivers and operating systems manage video memory through budgets, residency and multiple memory pools. A high allocation or usage number can be normal, while a lower number can still hide a real memory-pressure problem.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>VRAM usage is not the same thing as VRAM requirement.\u003C\u002Fstrong> What matters is whether the game can keep the resources it needs resident inside the available memory budget without repeated eviction, paging or other stalls. A nearly full VRAM graph can be healthy; unstable residency under pressure can produce stutter even before a simple counter reaches the card's advertised capacity.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"model-note\",\"data\":{\"body\":\"The VRAM Pressure Ladder and Residency Stability Test below are practical Figure Rocks diagnostic models. They are not formal Microsoft or NVIDIA terminology.\",\"title\":\"The model used in this article\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-three\",\"data\":{\"text\":\"Three numbers are often confused: capacity, budget and usage\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-three-1\",\"data\":{\"text\":\"The number printed on the graphics card is physical video-memory capacity. Windows and the graphics driver also expose a memory budget: the amount a process can reasonably keep resident at that moment. The application then consumes some portion of that budget with textures, render targets, buffers, acceleration structures and other GPU resources.\"},\"type\":\"paragraph\"},{\"id\":\"p-three-2\",\"data\":{\"text\":\"Microsoft's Direct3D 12 residency documentation states that the available video-memory budget can fluctuate as background processes wake and sleep or when focus changes between applications. That means the practical memory available to a game is not always a fixed number equal to the sticker on the GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-three-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.\"},\"type\":\"paragraph\"},{\"id\":\"three-table\",\"data\":{\"rows\":[{\"id\":\"capacity\",\"label\":\"Physical VRAM capacity\",\"values\":{\"changes\":\"No\",\"meaning\":\"The card's installed discrete video memory\",\"mistake\":\"Assuming the game can always use every byte freely\"}},{\"id\":\"budget\",\"label\":\"Residency budget\",\"values\":{\"changes\":\"Yes\",\"meaning\":\"The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently\",\"mistake\":\"Treating it as identical to physical capacity\"}},{\"id\":\"usage\",\"label\":\"Current usage \u002F allocation\",\"values\":{\"changes\":\"Constantly\",\"meaning\":\"Memory currently consumed or allocated by the process\u002Ftool's accounting model\",\"mistake\":\"Treating a high number as automatic proof of exhaustion\"}}],\"title\":\"Capacity vs budget vs usage\",\"layout\":\"table\",\"columns\":[{\"id\":\"meaning\",\"label\":\"What it means\"},{\"id\":\"changes\",\"label\":\"Can it change during play?\"},{\"id\":\"mistake\",\"label\":\"Common mistake\"}]},\"type\":\"comparison\"},{\"id\":\"h-alloc\",\"data\":{\"text\":\"Allocated memory is not automatically memory the game cannot live without\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-alloc-1\",\"data\":{\"text\":\"Games can keep assets available because unused VRAM has little value by itself. A game may cache textures, geometry or temporary resources so they are ready if needed.\"},\"type\":\"paragraph\"},{\"id\":\"p-alloc-2\",\"data\":{\"text\":\"This is why “my game uses almost all my VRAM” is not, by itself, a diagnosis. The useful question is whether the working set remains stable inside the budget and whether the system must repeatedly move or recreate resources.\"},\"type\":\"paragraph\"},{\"id\":\"better-question\",\"data\":{\"body\":\"Do not ask only \u003Cstrong>“How much VRAM is used?”\u003C\u002Fstrong> Ask \u003Cstrong>“Is the game under residency pressure, and does that pressure correlate with slow frames?”\u003C\u002Fstrong>\",\"title\":\"The better question\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-residency\",\"data\":{\"text\":\"What residency actually means\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-res-1\",\"data\":{\"text\":\"Microsoft defines a resource as resident when it is accessible by the GPU. Direct3D 12 applications have to manage the relationship between their GPU-accessible resources and the current residency budget.\"},\"type\":\"paragraph\"},{\"id\":\"p-res-2\",\"data\":{\"text\":\"When pressure rises, resources can be evicted from fast-access residency. Microsoft notes that on discrete GPUs the kernel can move some heaps from video memory toward system memory as an extreme fallback, but applications are expected to stay within budget rather than rely on over-budget behavior.\"},\"type\":\"paragraph\"},{\"id\":\"p-res-3\",\"data\":{\"text\":\"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.\"},\"type\":\"paragraph\"},{\"id\":\"h-ladder\",\"data\":{\"text\":\"The VRAM Pressure Ladder\",\"level\":2},\"type\":\"header\"},{\"id\":\"pressure-ladder\",\"data\":{\"steps\":[{\"label\":\"1. Headroom\",\"description\":\"The working set fits comfortably inside the current budget.\"},{\"label\":\"2. High but stable residency\",\"description\":\"VRAM usage is high, but required resources remain resident and frame delivery is stable.\"},{\"label\":\"3. Budget pressure\",\"description\":\"The game approaches the current budget and has less room for additional resources or transient spikes.\"},{\"label\":\"4. Eviction and replacement\",\"description\":\"Resources must be removed, recreated, streamed or moved as the working set changes.\"},{\"label\":\"5. Cross-pool fallback\",\"description\":\"Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.\"},{\"label\":\"6. Visible failure\",\"description\":\"Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.\"}],\"title\":\"From healthy usage to disruptive memory pressure\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-textures\",\"data\":{\"text\":\"Why textures are the first setting people blame\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-tex-1\",\"data\":{\"text\":\"Texture quality often has a strong relationship with memory footprint because higher-resolution texture assets require more storage. That makes texture quality a sensible test when VRAM pressure is suspected.\"},\"type\":\"paragraph\"},{\"id\":\"p-tex-2\",\"data\":{\"text\":\"But texture quality is not the only consumer. Render targets, geometry buffers, shadow maps, ray-tracing acceleration structures, frame-generation or reconstruction resources, caches and engine-specific allocations also compete for memory.\"},\"type\":\"paragraph\"},{\"id\":\"p-tex-3\",\"data\":{\"text\":\"So a game can exceed a comfortable memory budget even with moderate textures, and another game can run near physical capacity without visible trouble because its residency strategy is efficient.\"},\"type\":\"paragraph\"},{\"id\":\"h-pools\",\"data\":{\"text\":\"Dedicated VRAM and system memory are different pools\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-pool-1\",\"data\":{\"text\":\"On a discrete GPU, dedicated VRAM is physically attached to the graphics card. System RAM sits on the CPU side of the platform.\"},\"type\":\"paragraph\"},{\"id\":\"p-pool-2\",\"data\":{\"text\":\"Microsoft's D3D12 documentation describes discrete adapters as having separate memory pools and warns that shifting heaps away from video memory should be treated as a last resort rather than a normal performance strategy.\"},\"type\":\"paragraph\"},{\"id\":\"p-pool-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems exposes separate Windows graphs for GPU VRAM and WDDM system memory, which is useful when diagnosing whether memory pressure is spilling beyond the device-local pool.\"},\"type\":\"paragraph\"},{\"id\":\"h-shared\",\"data\":{\"text\":\"Shared GPU memory does not turn an 8 GB card into a 24 GB card\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-shared-1\",\"data\":{\"text\":\"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.\"},\"type\":\"paragraph\"},{\"id\":\"p-shared-2\",\"data\":{\"text\":\"The two pools differ in physical location, access path, latency and bandwidth. A graphics workload that has to rely on host memory is not in the same situation as one whose active resources remain in device-local memory.\"},\"type\":\"paragraph\"},{\"id\":\"shared-warning\",\"data\":{\"body\":\"Adding “Dedicated GPU memory” and “Shared GPU memory” produces an addressable total, not a pool with uniform performance characteristics.\",\"title\":\"Task Manager totals can be misleading\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-before100\",\"data\":{\"text\":\"Why a game can stutter before VRAM reads 100%\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-before-1\",\"data\":{\"text\":\"The residency budget can be lower than the physical capacity, and it can change while the game is running. Background GPU applications, overlays, browsers, capture tools or another process can alter the amount of memory available to the game.\"},\"type\":\"paragraph\"},{\"id\":\"p-before-2\",\"data\":{\"text\":\"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.\"},\"type\":\"paragraph\"},{\"id\":\"p-before-3\",\"data\":{\"text\":\"Microsoft explicitly notes that the budget can fluctuate and that going over budget can cause a process to be intermittently frozen so other applications can run, or cause resource creation to fail.\"},\"type\":\"paragraph\"},{\"id\":\"h-fullsmooth\",\"data\":{\"text\":\"Why 100% reported usage can still be smooth\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-full-1\",\"data\":{\"text\":\"The reverse is also possible. A game or driver can reserve or retain memory aggressively while still keeping the working set healthy.\"},\"type\":\"paragraph\"},{\"id\":\"p-full-2\",\"data\":{\"text\":\"If frame times remain stable, texture streaming behaves normally and the game stays within its effective residency budget, the high number may simply indicate that available memory is being used productively.\"},\"type\":\"paragraph\"},{\"id\":\"p-full-3\",\"data\":{\"text\":\"A full-looking graph is a signal to investigate, not a verdict.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The Residency Stability Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"residency-test\",\"data\":{\"steps\":[{\"label\":\"1. Reproduce the stutter\",\"description\":\"Use the same location, camera movement or traversal path so memory behavior is comparable.\"},{\"label\":\"2. Record frame time\",\"description\":\"Identify exactly when the slow frames occur instead of relying on average FPS.\"},{\"label\":\"3. Watch VRAM usage and budget\",\"description\":\"If your tool exposes both, compare current consumption with the available budget.\"},{\"label\":\"4. Watch system-memory spillover\",\"description\":\"Look for host-memory growth or other signs that the graphics working set is no longer comfortably device-local.\"},{\"label\":\"5. Lower a memory-heavy setting\",\"description\":\"Reduce texture resolution or another setting known to reduce memory footprint.\"},{\"label\":\"6. Repeat the same route\",\"description\":\"A meaningful improvement should reduce the same spikes under the same conditions.\"},{\"label\":\"7. Separate capacity from streaming\",\"description\":\"If the problem only occurs when entering new areas, asset streaming or compilation may be involved even if memory usage is high.\"}],\"title\":\"Check whether VRAM is actually causing the problem\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-correlation\",\"data\":{\"text\":\"Frame-time correlation matters more than the peak number\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-corr-1\",\"data\":{\"text\":\"Suppose VRAM reaches 7.7 GB and stays there for twenty minutes while the game is smooth. That peak alone is weak evidence.\"},\"type\":\"paragraph\"},{\"id\":\"p-corr-2\",\"data\":{\"text\":\"Now suppose every camera turn into a new area causes system-memory traffic to rise and produces a 60 ms frame spike. That correlation is much more useful.\"},\"type\":\"paragraph\"},{\"id\":\"p-corr-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems includes a Frame Health view specifically intended to surface unusually slow actions in frames, including memory mapping among other causes. Pairing timing evidence with memory evidence is far stronger than reading one capacity graph in isolation.\"},\"type\":\"paragraph\"},{\"id\":\"h-streaming\",\"data\":{\"text\":\"Memory pressure and asset streaming can look similar\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-stream-1\",\"data\":{\"text\":\"A game that streams a new area from storage can hitch even when it has sufficient VRAM. A game under VRAM pressure can also hitch while replacing resident resources. From the player's perspective both can look like “texture-loading stutter.”\"},\"type\":\"paragraph\"},{\"id\":\"p-stream-2\",\"data\":{\"text\":\"The difference matters because the fixes are different. Lowering textures can help a memory-residency problem but may do little for a shader-compilation stall or storage-side asset decompression.\"},\"type\":\"paragraph\"},{\"id\":\"similar-table\",\"data\":{\"rows\":[{\"id\":\"vram\",\"label\":\"VRAM pressure\",\"values\":{\"test\":\"Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers\",\"pattern\":\"Stutter worsens near memory budget; lower memory settings help\"}},{\"id\":\"storage\",\"label\":\"Asset streaming\",\"values\":{\"test\":\"Repeat path; compare storage activity and later passes\",\"pattern\":\"Spikes cluster around traversal into new areas\"}},{\"id\":\"shader\",\"label\":\"Shader compilation\",\"values\":{\"test\":\"Repeat identical effect or area after caches are populated\",\"pattern\":\"First encounter with an effect is worse than repeat encounters\"}},{\"id\":\"cpu\",\"label\":\"CPU-side decompression \u002F setup\",\"values\":{\"test\":\"Compare CPU\u002FGPU timing during the hitch\",\"pattern\":\"GPU may wait while CPU-side work spikes\"}}],\"title\":\"Similar symptom, different cause\",\"layout\":\"table\",\"columns\":[{\"id\":\"pattern\",\"label\":\"Typical pattern\"},{\"id\":\"test\",\"label\":\"Useful test\"}]},\"type\":\"comparison\"},{\"id\":\"h-texturefix\",\"data\":{\"text\":\"Why lowering textures can fix stutter without raising average FPS much\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-tfix-1\",\"data\":{\"text\":\"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.\"},\"type\":\"paragraph\"},{\"id\":\"p-tfix-2\",\"data\":{\"text\":\"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.\"},\"type\":\"paragraph\"},{\"id\":\"p-tfix-3\",\"data\":{\"text\":\"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.\"},\"type\":\"paragraph\"},{\"id\":\"h-matrix\",\"data\":{\"text\":\"A practical VRAM diagnosis matrix\",\"level\":2},\"type\":\"header\"},{\"id\":\"diag-matrix\",\"data\":{\"content\":[[\"Observation\",\"What it suggests\",\"Confidence\"],[\"High VRAM usage, stable frame times\",\"Could be normal caching or stable residency\",\"Low evidence of a problem\"],[\"High usage + budget pressure + repeatable stutter\",\"Memory pressure becomes plausible\",\"Moderate to strong\"],[\"Lower textures remove stutter\",\"Memory footprint was likely involved\",\"Strong diagnostic signal\"],[\"Lower textures change nothing\",\"Look at streaming, shaders, CPU\u002FGPU timing or another cause\",\"Moves suspicion elsewhere\"],[\"System-memory use rises during hitches\",\"Possible cross-pool pressure or related memory movement\",\"Useful correlation, not proof\"],[\"Stutter only on first traversal\",\"Compilation\u002Fstreaming becomes more plausible\",\"Needs repeated-run test\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"h-requirement\",\"data\":{\"text\":\"The “VRAM requirement” number is always workload-dependent\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-req-1\",\"data\":{\"text\":\"There is no single universal VRAM requirement for a game independent of settings and workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-req-2\",\"data\":{\"text\":\"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.\"},\"type\":\"paragraph\"},{\"id\":\"p-req-3\",\"data\":{\"text\":\"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.\"},\"type\":\"paragraph\"},{\"id\":\"h-buying\",\"data\":{\"text\":\"Why this matters when buying a GPU\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-buy-1\",\"data\":{\"text\":\"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.\"},\"type\":\"paragraph\"},{\"id\":\"p-buy-2\",\"data\":{\"text\":\"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-buy-3\",\"data\":{\"text\":\"Capacity and compute solve different constraints.\"},\"type\":\"paragraph\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"No. High reported usage can be normal if the game's working set remains resident and frame delivery is stable.\",\"question\":\"Is 100% VRAM usage always bad?\"},{\"id\":\"faq2\",\"answer\":\"Yes. The effective residency budget can be lower than physical capacity and can change as other processes and system conditions change.\",\"question\":\"Can a game run out of usable VRAM before the counter reaches the card's full capacity?\"},{\"id\":\"faq3\",\"answer\":\"Texture quality can reduce memory pressure and slow-frame events even when average throughput is limited by CPU or GPU compute.\",\"question\":\"Why does lowering textures sometimes fix stutter but not increase average FPS?\"},{\"id\":\"faq4\",\"answer\":\"System memory can be used by graphics workloads, but it does not have the same performance characteristics as device-local VRAM on a discrete GPU.\",\"question\":\"Does shared GPU memory make up for low VRAM?\"},{\"id\":\"faq5\",\"answer\":\"Use repeatable captures, compare frame-time spikes with memory budget\u002Fusage, and test whether reducing memory-heavy settings removes the same hitches.\",\"question\":\"How can I tell whether stutter is really caused by VRAM?\"},{\"id\":\"faq6\",\"answer\":\"It depends on resolution, settings, ray tracing, assets, mods and engine behavior. A useful requirement should always include those conditions.\",\"question\":\"How much VRAM does a game really need?\"}],\"title\":\"VRAM usage, budgets and stutter\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key VRAM terms\",\"entries\":[{\"term\":\"VRAM capacity\",\"anchor\":\"vram-capacity\",\"definition\":\"The physical discrete video memory installed on a graphics card.\"},{\"term\":\"Residency\",\"anchor\":\"residency\",\"definition\":\"The state in which a GPU resource is currently accessible by the GPU in the relevant physical memory pool.\"},{\"term\":\"Residency budget\",\"anchor\":\"residency-budget\",\"definition\":\"The amount of GPU-accessible physical memory a process is expected to keep resident at a given time under the operating system's memory-management policy.\"},{\"term\":\"Working set\",\"anchor\":\"working-set\",\"definition\":\"The resources actively needed by the game for its current workload.\"},{\"term\":\"Eviction\",\"anchor\":\"eviction\",\"definition\":\"Removing a resource from active residency so memory can be used for other resources.\"},{\"term\":\"VRAM Pressure Ladder\",\"anchor\":\"vram-pressure-ladder\",\"definition\":\"A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.\"},{\"term\":\"Residency Stability Test\",\"anchor\":\"residency-stability-test\",\"definition\":\"A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-ms-residency\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Direct3D 12 Residency\",\"description\":\"Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-budget\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Process Residency Budgets\",\"description\":\"Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-memory\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Memory Management in Direct3D 12\",\"description\":\"Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-makeresident\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — ID3D12Device::MakeResident\",\"description\":\"Official API documentation describing paging resources into the appropriate memory pool and managing residency.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-nsight\",\"data\":{\"link\":\"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Nsight Systems — User Guide\",\"description\":\"Official NVIDIA documentation exposing VRAM and WDDM system-memory usage, memory budgets and Frame Health analysis for stutter investigation.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1141,"blocks":1142,"version":1544},1790375269866,[1143,1146,1150,1154,1157,1160,1163,1166,1169,1189,1192,1195,1198,1202,1205,1208,1211,1214,1217,1239,1242,1245,1248,1251,1254,1257,1260,1263,1266,1269,1272,1276,1279,1282,1285,1288,1291,1294,1297,1300,1303,1328,1331,1334,1337,1340,1343,1346,1349,1370,1373,1376,1379,1382,1385,1416,1419,1422,1425,1428,1431,1434,1437,1440,1443,1446,1449,1452,1455,1458,1461,1464,1467,1469,1491,1494,1515,1518,1523,1528,1533,1538],{"id":541,"data":1144,"type":544},{"text":1145},"Seeing 7.8 GB used on an 8 GB graphics card can look like proof that the game has “run out of VRAM.” It is not that simple. Modern graphics APIs, drivers and operating systems manage video memory through budgets, residency and multiple memory pools. A high allocation or usage number can be normal, while a lower number can still hide a real memory-pressure problem.",{"id":546,"data":1147,"type":551},{"body":1148,"title":1149,"variant":550},"\u003Cstrong>VRAM usage is not the same thing as VRAM requirement.\u003C\u002Fstrong> What matters is whether the game can keep the resources it needs resident inside the available memory budget without repeated eviction, paging or other stalls. A nearly full VRAM graph can be healthy; unstable residency under pressure can produce stutter even before a simple counter reaches the card's advertised capacity.","Direct answer",{"id":553,"data":1151,"type":551},{"body":1152,"title":1153,"variant":557},"The VRAM Pressure Ladder and Residency Stability Test below are practical Figure Rocks diagnostic models. They are not formal Microsoft or NVIDIA terminology.","The model used in this article",{"id":559,"data":1155,"type":563},{"title":1156,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1158,"type":568},{"text":1159,"level":47},"Three numbers are often confused: capacity, budget and usage",{"id":570,"data":1161,"type":544},{"text":1162},"The number printed on the graphics card is physical video-memory capacity. Windows and the graphics driver also expose a memory budget: the amount a process can reasonably keep resident at that moment. The application then consumes some portion of that budget with textures, render targets, buffers, acceleration structures and other GPU resources.",{"id":574,"data":1164,"type":544},{"text":1165},"Microsoft's Direct3D 12 residency documentation states that the available video-memory budget can fluctuate as background processes wake and sleep or when focus changes between applications. That means the practical memory available to a game is not always a fixed number equal to the sticker on the GPU.",{"id":578,"data":1167,"type":544},{"text":1168},"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.",{"id":582,"data":1170,"type":618},{"rows":1171,"title":1181,"layout":607,"columns":1182},[1172,1175,1178],{"id":586,"label":1173,"values":1174},"Physical VRAM capacity",{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":1176,"values":1177},"Residency budget",{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":1179,"values":1180},"Current usage \u002F allocation",{"changes":603,"meaning":604,"mistake":605},"Capacity vs budget vs usage",[1183,1185,1187],{"id":610,"label":1184},"What it means",{"id":613,"label":1186},"Can it change during play?",{"id":616,"label":1188},"Common mistake",{"id":620,"data":1190,"type":568},{"text":1191,"level":47},"Allocated memory is not automatically memory the game cannot live without",{"id":624,"data":1193,"type":544},{"text":1194},"Games can keep assets available because unused VRAM has little value by itself. A game may cache textures, geometry or temporary resources so they are ready if needed.",{"id":628,"data":1196,"type":544},{"text":1197},"This is why “my game uses almost all my VRAM” is not, by itself, a diagnosis. The useful question is whether the working set remains stable inside the budget and whether the system must repeatedly move or recreate resources.",{"id":632,"data":1199,"type":551},{"body":1200,"title":1201,"variant":636},"Do not ask only \u003Cstrong>“How much VRAM is used?”\u003C\u002Fstrong> Ask \u003Cstrong>“Is the game under residency pressure, and does that pressure correlate with slow frames?”\u003C\u002Fstrong>","The better question",{"id":638,"data":1203,"type":568},{"text":1204,"level":47},"What residency actually means",{"id":642,"data":1206,"type":544},{"text":1207},"Microsoft defines a resource as resident when it is accessible by the GPU. Direct3D 12 applications have to manage the relationship between their GPU-accessible resources and the current residency budget.",{"id":646,"data":1209,"type":544},{"text":1210},"When pressure rises, resources can be evicted from fast-access residency. Microsoft notes that on discrete GPUs the kernel can move some heaps from video memory toward system memory as an extreme fallback, but applications are expected to stay within budget rather than rely on over-budget behavior.",{"id":650,"data":1212,"type":544},{"text":1213},"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.",{"id":654,"data":1215,"type":568},{"text":1216,"level":47},"The VRAM Pressure Ladder",{"id":658,"data":1218,"type":681},{"steps":1219,"title":1238,"orientation":680},[1220,1223,1226,1229,1232,1235],{"label":1221,"description":1222},"1. Headroom","The working set fits comfortably inside the current budget.",{"label":1224,"description":1225},"2. High but stable residency","VRAM usage is high, but required resources remain resident and frame delivery is stable.",{"label":1227,"description":1228},"3. Budget pressure","The game approaches the current budget and has less room for additional resources or transient spikes.",{"label":1230,"description":1231},"4. Eviction and replacement","Resources must be removed, recreated, streamed or moved as the working set changes.",{"label":1233,"description":1234},"5. Cross-pool fallback","Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.",{"label":1236,"description":1237},"6. Visible failure","Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.","From healthy usage to disruptive memory pressure",{"id":683,"data":1240,"type":568},{"text":1241,"level":47},"Why textures are the first setting people blame",{"id":687,"data":1243,"type":544},{"text":1244},"Texture quality often has a strong relationship with memory footprint because higher-resolution texture assets require more storage. That makes texture quality a sensible test when VRAM pressure is suspected.",{"id":691,"data":1246,"type":544},{"text":1247},"But texture quality is not the only consumer. Render targets, geometry buffers, shadow maps, ray-tracing acceleration structures, frame-generation or reconstruction resources, caches and engine-specific allocations also compete for memory.",{"id":695,"data":1249,"type":544},{"text":1250},"So a game can exceed a comfortable memory budget even with moderate textures, and another game can run near physical capacity without visible trouble because its residency strategy is efficient.",{"id":699,"data":1252,"type":568},{"text":1253,"level":47},"Dedicated VRAM and system memory are different pools",{"id":703,"data":1255,"type":544},{"text":1256},"On a discrete GPU, dedicated VRAM is physically attached to the graphics card. System RAM sits on the CPU side of the platform.",{"id":707,"data":1258,"type":544},{"text":1259},"Microsoft's D3D12 documentation describes discrete adapters as having separate memory pools and warns that shifting heaps away from video memory should be treated as a last resort rather than a normal performance strategy.",{"id":711,"data":1261,"type":544},{"text":1262},"NVIDIA Nsight Systems exposes separate Windows graphs for GPU VRAM and WDDM system memory, which is useful when diagnosing whether memory pressure is spilling beyond the device-local pool.",{"id":715,"data":1264,"type":568},{"text":1265,"level":47},"Shared GPU memory does not turn an 8 GB card into a 24 GB card",{"id":719,"data":1267,"type":544},{"text":1268},"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.",{"id":723,"data":1270,"type":544},{"text":1271},"The two pools differ in physical location, access path, latency and bandwidth. A graphics workload that has to rely on host memory is not in the same situation as one whose active resources remain in device-local memory.",{"id":727,"data":1273,"type":551},{"body":1274,"title":1275,"variant":731},"Adding “Dedicated GPU memory” and “Shared GPU memory” produces an addressable total, not a pool with uniform performance characteristics.","Task Manager totals can be misleading",{"id":733,"data":1277,"type":568},{"text":1278,"level":47},"Why a game can stutter before VRAM reads 100%",{"id":737,"data":1280,"type":544},{"text":1281},"The residency budget can be lower than the physical capacity, and it can change while the game is running. Background GPU applications, overlays, browsers, capture tools or another process can alter the amount of memory available to the game.",{"id":741,"data":1283,"type":544},{"text":1284},"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.",{"id":745,"data":1286,"type":544},{"text":1287},"Microsoft explicitly notes that the budget can fluctuate and that going over budget can cause a process to be intermittently frozen so other applications can run, or cause resource creation to fail.",{"id":749,"data":1289,"type":568},{"text":1290,"level":47},"Why 100% reported usage can still be smooth",{"id":753,"data":1292,"type":544},{"text":1293},"The reverse is also possible. A game or driver can reserve or retain memory aggressively while still keeping the working set healthy.",{"id":757,"data":1295,"type":544},{"text":1296},"If frame times remain stable, texture streaming behaves normally and the game stays within its effective residency budget, the high number may simply indicate that available memory is being used productively.",{"id":761,"data":1298,"type":544},{"text":1299},"A full-looking graph is a signal to investigate, not a verdict.",{"id":765,"data":1301,"type":568},{"text":1302,"level":47},"The Residency Stability Test",{"id":769,"data":1304,"type":681},{"steps":1305,"title":1327,"orientation":680},[1306,1309,1312,1315,1318,1321,1324],{"label":1307,"description":1308},"1. Reproduce the stutter","Use the same location, camera movement or traversal path so memory behavior is comparable.",{"label":1310,"description":1311},"2. Record frame time","Identify exactly when the slow frames occur instead of relying on average FPS.",{"label":1313,"description":1314},"3. Watch VRAM usage and budget","If your tool exposes both, compare current consumption with the available budget.",{"label":1316,"description":1317},"4. Watch system-memory spillover","Look for host-memory growth or other signs that the graphics working set is no longer comfortably device-local.",{"label":1319,"description":1320},"5. Lower a memory-heavy setting","Reduce texture resolution or another setting known to reduce memory footprint.",{"label":1322,"description":1323},"6. Repeat the same route","A meaningful improvement should reduce the same spikes under the same conditions.",{"label":1325,"description":1326},"7. Separate capacity from streaming","If the problem only occurs when entering new areas, asset streaming or compilation may be involved even if memory usage is high.","Check whether VRAM is actually causing the problem",{"id":795,"data":1329,"type":568},{"text":1330,"level":47},"Frame-time correlation matters more than the peak number",{"id":799,"data":1332,"type":544},{"text":1333},"Suppose VRAM reaches 7.7 GB and stays there for twenty minutes while the game is smooth. That peak alone is weak evidence.",{"id":803,"data":1335,"type":544},{"text":1336},"Now suppose every camera turn into a new area causes system-memory traffic to rise and produces a 60 ms frame spike. That correlation is much more useful.",{"id":807,"data":1338,"type":544},{"text":1339},"NVIDIA Nsight Systems includes a Frame Health view specifically intended to surface unusually slow actions in frames, including memory mapping among other causes. Pairing timing evidence with memory evidence is far stronger than reading one capacity graph in isolation.",{"id":811,"data":1341,"type":568},{"text":1342,"level":47},"Memory pressure and asset streaming can look similar",{"id":815,"data":1344,"type":544},{"text":1345},"A game that streams a new area from storage can hitch even when it has sufficient VRAM. A game under VRAM pressure can also hitch while replacing resident resources. From the player's perspective both can look like “texture-loading stutter.”",{"id":819,"data":1347,"type":544},{"text":1348},"The difference matters because the fixes are different. Lowering textures can help a memory-residency problem but may do little for a shader-compilation stall or storage-side asset decompression.",{"id":823,"data":1350,"type":618},{"rows":1351,"title":1364,"layout":607,"columns":1365},[1352,1355,1358,1361],{"id":827,"label":1353,"values":1354},"VRAM pressure",{"test":830,"pattern":831},{"id":833,"label":1356,"values":1357},"Asset streaming",{"test":836,"pattern":837},{"id":839,"label":1359,"values":1360},"Shader compilation",{"test":842,"pattern":843},{"id":845,"label":1362,"values":1363},"CPU-side decompression \u002F setup",{"test":848,"pattern":849},"Similar symptom, different cause",[1366,1368],{"id":853,"label":1367},"Typical pattern",{"id":856,"label":1369},"Useful test",{"id":859,"data":1371,"type":568},{"text":1372,"level":47},"Why lowering textures can fix stutter without raising average FPS much",{"id":863,"data":1374,"type":544},{"text":1375},"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.",{"id":867,"data":1377,"type":544},{"text":1378},"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.",{"id":871,"data":1380,"type":544},{"text":1381},"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.",{"id":875,"data":1383,"type":568},{"text":1384,"level":47},"A practical VRAM diagnosis matrix",{"id":879,"data":1386,"type":607},{"content":1387,"stretched":910,"withHeadings":15},[1388,1392,1396,1400,1404,1408,1412],[1389,1390,1391],"Observation","What it suggests","Confidence",[1393,1394,1395],"High VRAM usage, stable frame times","Could be normal caching or stable residency","Low evidence of a problem",[1397,1398,1399],"High usage + budget pressure + repeatable stutter","Memory pressure becomes plausible","Moderate to strong",[1401,1402,1403],"Lower textures remove stutter","Memory footprint was likely involved","Strong diagnostic signal",[1405,1406,1407],"Lower textures change nothing","Look at streaming, shaders, CPU\u002FGPU timing or another cause","Moves suspicion elsewhere",[1409,1410,1411],"System-memory use rises during hitches","Possible cross-pool pressure or related memory movement","Useful correlation, not proof",[1413,1414,1415],"Stutter only on first traversal","Compilation\u002Fstreaming becomes more plausible","Needs repeated-run test",{"id":912,"data":1417,"type":568},{"text":1418,"level":47},"The “VRAM requirement” number is always workload-dependent",{"id":916,"data":1420,"type":544},{"text":1421},"There is no single universal VRAM requirement for a game independent of settings and workload.",{"id":920,"data":1423,"type":544},{"text":1424},"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.",{"id":924,"data":1426,"type":544},{"text":1427},"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.",{"id":928,"data":1429,"type":568},{"text":1430,"level":47},"Why this matters when buying a GPU",{"id":932,"data":1432,"type":544},{"text":1433},"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.",{"id":936,"data":1435,"type":544},{"text":1436},"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.",{"id":940,"data":1438,"type":544},{"text":1439},"Capacity and compute solve different constraints.",{"id":944,"data":1441,"type":568},{"text":1442,"level":47},"What would change this answer?",{"id":948,"data":1444,"type":544},{"text":1445},"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.",{"id":952,"data":1447,"type":544},{"text":1448},"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.",{"id":956,"data":1450,"type":568},{"text":1451,"level":47},"Limitations",{"id":960,"data":1453,"type":544},{"text":1454},"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.",{"id":964,"data":1456,"type":544},{"text":1457},"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.",{"id":968,"data":1459,"type":568},{"text":1460,"level":47},"Conclusion",{"id":972,"data":1462,"type":544},{"text":1463},"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.",{"id":976,"data":1465,"type":544},{"text":1466},"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”",{"id":980,"data":1468,"type":568},{"text":982,"level":47},{"id":984,"data":1470,"type":984},{"items":1471,"title":1490},[1472,1475,1478,1481,1484,1487],{"id":988,"answer":1473,"question":1474},"No. High reported usage can be normal if the game's working set remains resident and frame delivery is stable.","Is 100% VRAM usage always bad?",{"id":992,"answer":1476,"question":1477},"Yes. The effective residency budget can be lower than physical capacity and can change as other processes and system conditions change.","Can a game run out of usable VRAM before the counter reaches the card's full capacity?",{"id":996,"answer":1479,"question":1480},"Texture quality can reduce memory pressure and slow-frame events even when average throughput is limited by CPU or GPU compute.","Why does lowering textures sometimes fix stutter but not increase average FPS?",{"id":1000,"answer":1482,"question":1483},"System memory can be used by graphics workloads, but it does not have the same performance characteristics as device-local VRAM on a discrete GPU.","Does shared GPU memory make up for low VRAM?",{"id":1004,"answer":1485,"question":1486},"Use repeatable captures, compare frame-time spikes with memory budget\u002Fusage, and test whether reducing memory-heavy settings removes the same hitches.","How can I tell whether stutter is really caused by VRAM?",{"id":1008,"answer":1488,"question":1489},"It depends on resolution, settings, ray tracing, assets, mods and engine behavior. A useful requirement should always include those conditions.","How much VRAM does a game really need?","VRAM usage, budgets and stutter",{"id":1013,"data":1492,"type":568},{"text":1493,"level":47},"Glossary",{"id":1017,"data":1495,"type":1017},{"title":1496,"entries":1497},"Key VRAM terms",[1498,1501,1504,1506,1509,1511,1513],{"term":1499,"anchor":1023,"definition":1500},"VRAM capacity","The physical discrete video memory installed on a graphics card.",{"term":1502,"anchor":1027,"definition":1503},"Residency","The state in which a GPU resource is currently accessible by the GPU in the relevant physical memory pool.",{"term":1176,"anchor":1031,"definition":1505},"The amount of GPU-accessible physical memory a process is expected to keep resident at a given time under the operating system's memory-management policy.",{"term":1507,"anchor":1035,"definition":1508},"Working set","The resources actively needed by the game for its current workload.",{"term":1038,"anchor":1039,"definition":1510},"Removing a resource from active residency so memory can be used for other resources.",{"term":1042,"anchor":1043,"definition":1512},"A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.",{"term":1046,"anchor":1047,"definition":1514},"A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.",{"id":1050,"data":1516,"type":568},{"text":1517,"level":47},"Primary sources",{"id":1054,"data":1519,"type":1061},{"link":1056,"meta":1520},{"image":1521,"title":1059,"description":1522},{"url":13},"Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.",{"id":1063,"data":1524,"type":1061},{"link":1065,"meta":1525},{"image":1526,"title":1068,"description":1527},{"url":13},"Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.",{"id":1071,"data":1529,"type":1061},{"link":1073,"meta":1530},{"image":1531,"title":1076,"description":1532},{"url":13},"Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.",{"id":1079,"data":1534,"type":1061},{"link":1081,"meta":1535},{"image":1536,"title":1084,"description":1537},{"url":13},"Official API documentation describing paging resources into the appropriate memory pool and managing residency.",{"id":1087,"data":1539,"type":1061},{"link":1089,"meta":1540},{"image":1541,"title":1542,"description":1543},{"url":13},"NVIDIA Nsight Systems — User Guide","Official NVIDIA documentation exposing VRAM and WDDM system-memory usage, memory budgets and Frame Health analysis for stutter investigation.","2.31.0","Seeing 7.8 GB used on an 8 GB graphics card can look like proof that a game has run out of VRAM. It is not that simple. This guide explains VRAM capacity, residency budgets, working sets, shared memory and how to tell whether memory pressure is actually causing stutter.",{"lang":7,"title":534,"content":536,"contentJson":1547,"excerpt":1095},{"time":538,"blocks":1548,"version":1094},[1549,1551,1553,1555,1557,1559,1561,1563,1565,1578,1580,1582,1584,1586,1588,1590,1592,1594,1596,1605,1607,1609,1611,1613,1615,1617,1619,1621,1623,1625,1627,1629,1631,1633,1635,1637,1639,1641,1643,1645,1647,1657,1659,1661,1663,1665,1667,1669,1671,1685,1687,1689,1691,1693,1695,1705,1707,1709,1711,1713,1715,1717,1719,1721,1723,1725,1727,1729,1731,1733,1735,1737,1739,1741,1750,1752,1762,1764,1768,1772,1776,1780],{"id":541,"data":1550,"type":544},{"text":543},{"id":546,"data":1552,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1554,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1556,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1558,"type":568},{"text":567,"level":47},{"id":570,"data":1560,"type":544},{"text":572},{"id":574,"data":1562,"type":544},{"text":576},{"id":578,"data":1564,"type":544},{"text":580},{"id":582,"data":1566,"type":618},{"rows":1567,"title":606,"layout":607,"columns":1574},[1568,1570,1572],{"id":586,"label":587,"values":1569},{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":594,"values":1571},{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":601,"values":1573},{"changes":603,"meaning":604,"mistake":605},[1575,1576,1577],{"id":610,"label":611},{"id":613,"label":614},{"id":616,"label":617},{"id":620,"data":1579,"type":568},{"text":622,"level":47},{"id":624,"data":1581,"type":544},{"text":626},{"id":628,"data":1583,"type":544},{"text":630},{"id":632,"data":1585,"type":551},{"body":634,"title":635,"variant":636},{"id":638,"data":1587,"type":568},{"text":640,"level":47},{"id":642,"data":1589,"type":544},{"text":644},{"id":646,"data":1591,"type":544},{"text":648},{"id":650,"data":1593,"type":544},{"text":652},{"id":654,"data":1595,"type":568},{"text":656,"level":47},{"id":658,"data":1597,"type":681},{"steps":1598,"title":679,"orientation":680},[1599,1600,1601,1602,1603,1604],{"label":662,"description":663},{"label":665,"description":666},{"label":668,"description":669},{"label":671,"description":672},{"label":674,"description":675},{"label":677,"description":678},{"id":683,"data":1606,"type":568},{"text":685,"level":47},{"id":687,"data":1608,"type":544},{"text":689},{"id":691,"data":1610,"type":544},{"text":693},{"id":695,"data":1612,"type":544},{"text":697},{"id":699,"data":1614,"type":568},{"text":701,"level":47},{"id":703,"data":1616,"type":544},{"text":705},{"id":707,"data":1618,"type":544},{"text":709},{"id":711,"data":1620,"type":544},{"text":713},{"id":715,"data":1622,"type":568},{"text":717,"level":47},{"id":719,"data":1624,"type":544},{"text":721},{"id":723,"data":1626,"type":544},{"text":725},{"id":727,"data":1628,"type":551},{"body":729,"title":730,"variant":731},{"id":733,"data":1630,"type":568},{"text":735,"level":47},{"id":737,"data":1632,"type":544},{"text":739},{"id":741,"data":1634,"type":544},{"text":743},{"id":745,"data":1636,"type":544},{"text":747},{"id":749,"data":1638,"type":568},{"text":751,"level":47},{"id":753,"data":1640,"type":544},{"text":755},{"id":757,"data":1642,"type":544},{"text":759},{"id":761,"data":1644,"type":544},{"text":763},{"id":765,"data":1646,"type":568},{"text":767,"level":47},{"id":769,"data":1648,"type":681},{"steps":1649,"title":793,"orientation":680},[1650,1651,1652,1653,1654,1655,1656],{"label":773,"description":774},{"label":776,"description":777},{"label":779,"description":780},{"label":782,"description":783},{"label":785,"description":786},{"label":788,"description":789},{"label":791,"description":792},{"id":795,"data":1658,"type":568},{"text":797,"level":47},{"id":799,"data":1660,"type":544},{"text":801},{"id":803,"data":1662,"type":544},{"text":805},{"id":807,"data":1664,"type":544},{"text":809},{"id":811,"data":1666,"type":568},{"text":813,"level":47},{"id":815,"data":1668,"type":544},{"text":817},{"id":819,"data":1670,"type":544},{"text":821},{"id":823,"data":1672,"type":618},{"rows":1673,"title":850,"layout":607,"columns":1682},[1674,1676,1678,1680],{"id":827,"label":828,"values":1675},{"test":830,"pattern":831},{"id":833,"label":834,"values":1677},{"test":836,"pattern":837},{"id":839,"label":840,"values":1679},{"test":842,"pattern":843},{"id":845,"label":846,"values":1681},{"test":848,"pattern":849},[1683,1684],{"id":853,"label":854},{"id":856,"label":857},{"id":859,"data":1686,"type":568},{"text":861,"level":47},{"id":863,"data":1688,"type":544},{"text":865},{"id":867,"data":1690,"type":544},{"text":869},{"id":871,"data":1692,"type":544},{"text":873},{"id":875,"data":1694,"type":568},{"text":877,"level":47},{"id":879,"data":1696,"type":607},{"content":1697,"stretched":910,"withHeadings":15},[1698,1699,1700,1701,1702,1703,1704],[883,884,885],[887,888,889],[891,892,893],[895,896,897],[899,900,901],[903,904,905],[907,908,909],{"id":912,"data":1706,"type":568},{"text":914,"level":47},{"id":916,"data":1708,"type":544},{"text":918},{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erfolgreich abgerufen",{"items":1786,"source":1854,"manualIds":1855,"manualMatchedIds":1856},[1787,1793,1799,1806,1813,1818,1824,1831,1838,1843,1848],{"id":1788,"slug":1789,"title":1790,"excerpt":1791,"featuredImage":14,"publishedAt":1792},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","CPU-Ruckler vs. GPU-Ruckler vs. Shader-Ruckler: Wie man erkennt, was man hat","Nicht jedes Ruckeln ist gleich. Lerne die drei gängigen Ruckler-Typen kennen, wie sie sich anfühlen und den schnellsten Weg zur Diagnose, bevor du Einstellungen änderst.","2026-02-19T11:00:00.000Z",{"id":1794,"slug":1795,"title":1796,"excerpt":1797,"featuredImage":14,"publishedAt":1798},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader-Ruckler: Warum erste Durchläufe haken und wie man sie reduziert","Shader-Ruckler treten auf, wenn neue Effekte in Echtzeit kompiliert werden. Erfahre, wie du sie schnell identifizierst und welche praktischen Wege es gibt, Ruckler ohne Placebo-Tweaks zu reduzieren.","2026-02-20T23:40:00.000Z",{"id":1800,"slug":1801,"title":1802,"excerpt":1803,"featuredImage":1804,"publishedAt":1805},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 lässt deine SSD keine Spiele dekomprimieren: Was Zstd und GPU-Dekompression tatsächlich bewirken","DirectStorage 1.4 fügt Zstandard-Komprimierung, GPU-Dekomprimierung und eine neue Game Asset Conditioning Library hinzu, aber die SSD selbst ist nach wie vor nur ein Teil der Ladepipeline. Dieser Leitfaden erklärt, was die SSD, DirectStorage, CPU, GPU und Game Engine jeweils tatsächlich tun.","\u002Fuploads\u002F2026\u002F09\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4.webp","2026-09-26T02:49:00.000Z",{"id":1807,"slug":1808,"title":1809,"excerpt":1810,"featuredImage":1811,"publishedAt":1812},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Warum sich 120 FPS immer noch schlecht anfühlen können: Frame-Zeit, 1%-Lows und Ruckler erklärt","Ein Spiel kann 120, 144 oder sogar 200 FPS melden und sich trotzdem ruckelig anfühlen. Dieser Leitfaden erklärt, warum durchschnittliche FPS eine schlechte Bildausgabe verschleiern können, wie Frame-Zeit und 1%-Lows Ruckler aufdecken und wie man diagnostiziert, ob die CPU, die GPU oder ein anderer Teil der Pipeline das Problem verursacht.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":1814,"slug":1815,"title":1816,"excerpt":1817,"featuredImage":14,"publishedAt":1798},"238","streaming-stutter-storage-decompression-and-the-hitch-pattern","Streaming-Ruckeln: Speicher, Dekomprimierung und das Hitch-Muster","Streaming-Ruckler sind das Laden von Assets: neue Gebiete, neue Texturen, periodische Aussetzer. Lernen Sie das Muster kennen, was zuerst zu ändern ist und welche Upgrades tatsächlich helfen.",{"id":1819,"slug":1820,"title":1821,"excerpt":1822,"featuredImage":14,"publishedAt":1823},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","Speicher-Streaming-Ruckler-Fixes: Wenn Assets nicht hinterherkommen","Streaming-Ruckler treten auf, wenn neue Bereiche geladen werden: Speicher-, Dekompressions- oder Asset-Streaming-Limits. Nutzen Sie diese Fix-Reihenfolge, bevor Sie jede Grafikeinstellung herabsetzen.","2026-02-20T21:00:00.000Z",{"id":1825,"slug":1826,"title":1827,"excerpt":1828,"featuredImage":1829,"publishedAt":1830},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","Grafikeinstellungen verringert, aber die FPS haben sich nicht verbessert? Wahrscheinlich optimierst du den falschen Engpass","Du reduzierst Schatten, Effekte und Auflösung, aber die FPS ändern sich kaum. Dieser Leitfaden erklärt, warum Grafikoptionen nur dann helfen, wenn sie die Arbeitslast verringern, die tatsächlich die Bildrate begrenzt – und wie man CPU-, GPU-, Speicher-, Streaming- und Frame-Cap-Engpässe erkennt.","\u002Fuploads\u002F2026\u002F09\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3.webp","2026-09-25T18:23:00.000Z",{"id":1832,"slug":1833,"title":1834,"excerpt":1835,"featuredImage":1836,"publishedAt":1837},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression ist kein Upscaling: Wie KI Texturspeicher gegen GPU-Rechenleistung eintauschen kann","NVIDIA RTX Neural Texture Compression verändert die Art und Weise, wie Spielmaterialien gespeichert werden können. Anstatt jeden Texturkanal nur als herkömmliche Texel zu speichern, kann ein Material in kompakte latente Daten und einen kleinen neuronalen Decoder komprimiert und bei Bedarf von der GPU rekonstruiert werden.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":1839,"slug":1840,"title":1841,"excerpt":1842,"featuredImage":14,"publishedAt":1823},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Shader-Cache-Realität: Was er behebt, was nicht und warum das Ruckeln zurückkehrt","Shader-Cache kann wiederholtes Kompilierungsruckeln reduzieren, aber er behebt keine CPU-Spitzen oder Streaming-Ruckler. Erfahren Sie, was er wirklich bewirkt und wie man richtig testet.",{"id":1844,"slug":1845,"title":1846,"excerpt":1847,"featuredImage":14,"publishedAt":1792},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Storage und Streaming: Ladezeiten verkürzen, ohne Ruckler zu verursachen","Schneller Speicher hilft nur, wenn das Streaming-Verhalten stabil ist. Dieser Leitfaden erklärt, wie sich IO auf Ruckler auswirkt und was man zuerst ändern sollte.",{"id":1849,"slug":1850,"title":1851,"excerpt":1852,"featuredImage":14,"publishedAt":1853},"177","ssd-and-streaming-stutter-when-storage-limits-cause-frametime-spikes","SSD und Streaming-Ruckler: Wenn Speicherlimits Frametime-Spikes verursachen","Streaming-Ruckler sind das Laden von Assets: Speicher, Dekomprimierung und Speicherdruck. Verwenden Sie diese Checkliste, um speicherlimitierte Spikes zu identifizieren und sie der Reihe nach zu beheben.","2026-02-20T15:00:00.000Z","fallback",[],[]]