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Interesting post from a WindowsMR developer about VR memory usage


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https://www.reddit.com/r/WindowsMR/comments/lmyusg/windows_mixed_reality_for_steamvr_updated_12536/gny596p/

 

Quote

One of the notable ones is a change we're working on with Valve that'll significantly reduce the amount of GPU memory used when running SteamVR. That one's exciting because we've found it has a cascading effect - a lot of VR workloads tend to max out the GPU memory, and reducing the amount used reduces the need for memory paging, leading to a smoother overall experience.

 

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