Forum Discussion
arivis-dev_vr
9 years agoHonored Guest
Oculus Store VRAM issues
Hey guys,
i have a really big problem with the VRAM consumtion of the Oculus Store. Our application (a volume visualization toolkit for lifescience) requires approx. 2 GB of VRAM. We uses the AMD Nano Series for our Workstations with 4GB of VRAM. Since the last two updates we have performance issues with our application. After some monitoring we detected the problem:
We start our application and the Oculus Stores opens. It catches about 1.5 GB of the VR. When our application now tries to allocates a quite big volume texture, the texture is placed in the dynamic (shared memory) instead of the VRAM. This cause real big performance issues. There is no way to force the allocation of this texture in VRAM. If we close the store before the texture is allocated, everthing works fine. The texture is placed in VRAM and some of the Oculus Store resources are placed in the shared memory.
Either is it possible to tell our customers to close the Oculus Store at the right time, nor it is allowed by the Oculus licence. In my honor opinion it is really big problem that the store consumes so much memory. Even in games many of the textures are placed in shared memory on a 4GB graphics card. As long as i not enter the store, the resources should be leave in main memory and not on the graphics card.
Does somebody have the same problem? Does somebody have a solution for this issue? Is there a way to force oculus to place the resources in dynamic memory?
i have a really big problem with the VRAM consumtion of the Oculus Store. Our application (a volume visualization toolkit for lifescience) requires approx. 2 GB of VRAM. We uses the AMD Nano Series for our Workstations with 4GB of VRAM. Since the last two updates we have performance issues with our application. After some monitoring we detected the problem:
We start our application and the Oculus Stores opens. It catches about 1.5 GB of the VR. When our application now tries to allocates a quite big volume texture, the texture is placed in the dynamic (shared memory) instead of the VRAM. This cause real big performance issues. There is no way to force the allocation of this texture in VRAM. If we close the store before the texture is allocated, everthing works fine. The texture is placed in VRAM and some of the Oculus Store resources are placed in the shared memory.
Either is it possible to tell our customers to close the Oculus Store at the right time, nor it is allowed by the Oculus licence. In my honor opinion it is really big problem that the store consumes so much memory. Even in games many of the textures are placed in shared memory on a 4GB graphics card. As long as i not enter the store, the resources should be leave in main memory and not on the graphics card.
Does somebody have the same problem? Does somebody have a solution for this issue? Is there a way to force oculus to place the resources in dynamic memory?
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