VRAM: ray tracing must fit a VRAM-scaled budget, below textures (8 GB cards starve) #164
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sky_line/Slipstream#164
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From an RX 7600 (8 GB) user's log (see #145): ray tracing used ~3 GB (AS 1,910 MB incl. 912 MB rigged, aux 1,080 MB) plus 1.9 GB staging. Texture residency was squeezed to 367 MB at mip bias 7, so avatars never loaded.
Problems
RenderVKRTBlasBudgetMB(768) only bounds static BLAS (mStaticBytes + mRigBytes > budgetstops static builds, but rigged BLAS are always built). Rigged BLAS and all RT aux buffers (TLAS, scratch, rt_geom, rig positions) are unbounded.Fix
Test on an 8 GB card (or cap the budget via a debug setting) in a busy sim: textures stay at bias <= 1, RT degrades instead.
Refs #145, #157, #160, #161.
Root cause for the RX 7600 report: RT memory was never released after RT was turned off.
Timeline from their log:
RT: blas staticstats stop, so nothing consumes RT.Why:
LLCleanRTVK::idleFramekept every static BLAS resident. Rigged BLAS never aged out, becausemFramepauses while idle. The TLAS, scratch and aux buffers were never freed.Fix (local, pending test): after 15 s with no RT consumer,
releaseAll()retires every BLAS, the TLAS and all RT buffers through the retire ring, and arena chunks are freed completely. The next active frame rebuilds lazily. Logged asRT: idle for 15 s -- released N MB ....The rest of this ticket still stands: a single VRAM-scaled budget while RT is on, textures first, and hysteresis on the bias.
Part of #405 (RAM/VRAM management epic).
Ticket audit 2026-10-07: done and shipped in 0.12.0 Beta 5. Idle RT release, one VRAM-scaled RT budget with a degrade ladder, and shadow-map fallback (
16614b5d06,5c0bda4d22,8ea8cecde5,71dd10e545). If you still see the problem on the current beta, please reopen or file a new report.