I vaguely remember someone else mentioning this. But I couldn't find a bug thread. I was stress testing one of my loading routines and I noticed only minimal VRAM usage. I'm loading 869mb's worth of textures with only 2-4mb's of VRAM being used. The amount changes when I switch from windowed to fullscreen and vice-versa. Now, I am recreating my render targets on this occurrence, so I know it's not them being dropped from memory. I'm assuming TV doesn't drop texture resources on device reset(?).
Fullscreen:
http://azazeldev.org/possible_bugs/full.pngWindowed:
http://azazeldev.org/possible_bugs/window.pngVRAM usage is bottom left.
I'm grabbing the values by doing:
std::string Free = mageCore::Util->IntToStr((mageCore::CC.m_Textures->GetFreeTextureMemory() / 1024) / 1024);
std::string Used = mageCore::Util->IntToStr((mageCore::CC.m_Textures->GetUsedTextureMemory() / 1024) / 1024);
std::string Comb = "VRAM: " + mageCore::Util->CombineStrings(Used, Free, "/") + " MB";
Which I assume is correct.
So are these functions borked, or is it something my end?
Edit:
Also, just had a thought when I woke this morning. You are loading the textures in to VRAM, right, and not system RAM? ( I vaguely remember the default pool resources get lost on device reset... ? ).