Do On Screen Display (OSD) Tools Report VRAM Usage Accurately?
Gamers often cite the “VRAM usage” metric in On Screen Display performance measurement tools. But this number isn’t entirely accurate, as all games and game engines work differently.
In the majority of cases, a game will allocate VRAM for itself, saying to your system, ‘I want it in case I need it’. But just because it’s holding the VRAM, doesn’t mean it actually needs all of it. In fact, games will often request more memory if it’s available.
Due to the way memory works, it’s impossible to know precisely what’s being actively used unless you’re the game’s developer with access to development tools. Some games offer a guide in the options menu, but even that isn’t always accurate.
The amount of VRAM that is actually needed will vary in real time depending on the scene and what the player is seeing.
Furthermore, the behavior of games can vary when VRAM is genuinely used to its max. In some, memory is purged causing a noticeable performance hitch while the current scene is reloaded into memory. In others, only select data will be loaded and unloaded, with no visible impact. And in some cases, new assets may load in slower as they’re now being brought in from system RAM.
For gamers, playing is the only way to truly ascertain a game’s behavior. In addition, gamers can look at "1% low” framerate measurements, which can help analyze the actual gaming experience. The 1% Low metric —found in the performance overlay and logs of the free NVIDIA FrameView app, as well as other popular measurement tools— measures the average of the slowest 1% of frames over a certain time period.