4GB VRAM isn't cutting it anymore says AMD
Well, if AMD says it. In my reviews I've been telling for a year or two now that 4 GB VRAM on graphics cards is barely enough in this day and age, and only up-to a gaming resolution of 1920x1080. AMD just posted a blog where they feel the age of a 4GB graphics card has passed.
AMD on its blog calls it in a writeup 'Game Beyond 4 GB', where they conclude testing their 4 GB RX 5500XT & 8 GB RX 5500XT to see how much of a difference VRAM can make on gaming performance. Tested on multiple games and 1080p high/ultra settings an 8 GB card performs almost 20% better than its 4 GB counterpart, which is not unheard of if you tick all the game setting boxes, textures eat memory.
-- AMD -- A few of the newer AAA games benefit greatly from having more VRAM available to store assets needed, play at higher resolutions, and to enable the latest visual effects. For those looking at making sure they have enough Graphics memory for games that are pushing the limits of 4GB, AMD RadeonTM RX graphics cards provide a wide set of solutions in 6GB or 8GB capabilities that include: RadeonTM RX 570, RX 580, RX 590, and RX 5000 Series GPUs.
Recent releases have shown marked performance increases when switching from a RadeonTM 5500 XT 4GB to a RadeonTM 5500 XT 8GB. In DOOM Eternal, the 8GB card runs the game at Ultra Nightmare settings at 75FPS (1080p), while the 4GB card can’t apply the graphics settings with that level of VRAM1. Looking at titles such as Borderlands 3, Call of Duty Modern Warfare, Forza Horizon 4, Ghost Recon Breakpoint, and Wolfenstein 2: The New Colossus, there is a performance improvement on average of up to 19% across these games when using the same card and increasing the amount of VRAM from 4GB to 8GB2. AMD is leading the industry at providing gamers with high VRAM graphics solutions across the entire product offering. Competitive products at a similar entry level price-point are offering up to a maximum of 4GB of VRAM, which is evidently not enough for todays games. Go Beyond 4GB of Video Memory to Crank Up your settings. Play on RadeonTM RX Series GPUs with 6GB or 8GB of VRAM and enjoy gaming at Max settings.
Nvidia Releases Quadro M6000 and it has 24GB vram - 03/22/2016 04:55 PM
Nvidia released and updated the Quadro M6000, the new version sits in their Pro product line and now has been fitted with an amazing 24 GB of video memory....
ZOTAC GeForce GTX 960 AMP! Edition with 4GB VRAM - 03/11/2015 05:32 AM
Okay, one more. Zotac as well has now injected 4GB version into their GeForce GTX 960 range. The ZOTAC GeForce GTX 960 AMP! Edition is a high-performance graphics card designed with gamers in mind....
MSI launches GTX 960 GAMING with 4GB VRAM - 03/10/2015 04:05 PM
MSI is excited to announce the new GTX 960 GAMING 4G, a sturdy new member of the MSI GAMING graphics cards lineup. This new card is equipped with 4GB of GDDR5 memory....
Senior Member
Posts: 419
Joined: 2017-02-15
There already is lots of compression with...
*DDS Direct Draw Surface graphics - which depending on if you need a lot of varying levels of translucency (takes double the space of) or simple single bit transparency flags (which halves the size of the file, at the cost sometimes of black outlines a'la Sonic The Hedgehog if you decide to later need it in translucent applications (it's okay for a brick wall though, that technically won't have translucent portions). Also, graphics (such as various color asphalt, or painted brick walls) can share all the color/diffuse, normal, specular/reflective or alpha maps (saving 60mb~80mb or so for a 4k texture, for every texture spared) and get colored by shaders on render (at negligible processing cost).
*Layered textures (such as creating derelict versions of asphalt, concrete, and brick for run-down portions of town, layering grunge/grime only as-needed) also can get the most out of your graphic files.
*Compressed DAE (Collada models), which can make plain-text Collada models and compress them sometimes into 1~10kb from 100~1000kb or more. Many complicated models can be larger, some much larger. You can go through 100mb of VRAM just allocating space for one single high-detail block of city without batting an eyelash if it's a modern game, lower levels-of-detail use exponentially less.
*Additionally, models can be colored in an instance-based fashion, so say you have a bunch of cookie-cutter houses (such as townhouses or newer housing developments) where they all look the same other than color difference and lot furniture... you can just color these at runtime/render, saving these from being otherwise pointless duplicates wasting VRAM space. This is separate (or at-least can be) from just coloring the textures themselves in the texture atlases in the game files.
*Baked light maps can take up A LOT of space, now we're getting to the ability to render dynamic lights (in the last 13~14 years or so) over things vs just using a generic alpha-enhancing mask (like the flashlight in half-life original, IIRC), so we don't have to leave the lighting residing in the drive, we can do this at render time. Sure it takes more processing power, but you always have a balancing act between more processing power required of the GPU and CPU and how much VRAM is getting munched up. Ray Tracing is now adding a new higher-tech more accurate way to do light maps in real-time - this is good as the old faked ways have lots of flaws / hacky methods that must be 'worked around' by the level/scene designers / programmers.
So yes, there's ways to lower use in software, before it even gets loaded into the hardware. The hardware in nVidia and AMD both have varying sorts of memory compression, which helps speed things up sometimes considerably.
I know this was much more drawn out than needed be, but it's here if anyone's interested, and definitely appropriate to the subject.
As a content creator, I can say 4gb isn't - nor 8gb - enough if you want a truly immersive environment... 16gb~32gb would be a good starting point unless you like everything repeating in the background like an old Hanna-Barberra cartoon.
We'll get there one day soon.