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Frogging101 avatar Frogging101 commented on June 24, 2024

I've done some investigation. The high memory usage is due to the sheer number of unique VkSampler objects in the fossilize DB. Replaying the DB produces over 9 million unique VkSamplers with over 8.3M unique values for minLod and 5.5M unique values for maxLod.

I added print statements to DXVK, and it looks like the game creates new samplers every time the camera moves, with minLod and maxLod calculated to full precision from what I assume is the camera position. This creates new, likely unique samplers for everywhere the player can be in the game.

I'm still exploring what to do about this.

from fossilize.

HansKristian-Work avatar HansKristian-Work commented on June 24, 2024

That is an annoying problem, ye ... The problem is that we don't really know if a VkSampler will be used as an immutable sampler down the line, but we only need to record those samplers. We'd probably need a heuristic to not samplers that are unlikely to be immutable (odd values of minLod, etc). We can also app-opt DXVK since it does not use immutable samplers at all.

from fossilize.

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