aboutsummaryrefslogtreecommitdiff
path: root/src/common/memory_detect.cpp
diff options
context:
space:
mode:
authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-31 01:32:04 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-31 01:32:04 -0400
commita03e816886f4241309a6e77ba7df1ad922da1fc0 (patch)
tree034f04751a0ee44b0ec6840a111adb7553f05174 /src/common/memory_detect.cpp
parentb40ad217ab829226841cb71f6e4c5cb05977a225 (diff)
nx2: let the host page out texture pool backing first
Switch 2 sparse blocks and GPU-only regions get guest memory when a game writes them (Mario Kart World copies 2-4 GB of compressed textures into its sparse texture pools) and the texture cache reads it again only when it builds an image there. Every 30 s, mark that backing cold: its pages leave the working set (VirtualUnlock on Windows, MADV_PAGEOUT on Linux) so the OS compresses or pages them out before anything else when RAM is short. The contents stay. Mario Kart World: 8.5 GB of RAM in use at five minutes instead of 9.0 GB on a machine with RAM to spare, frame times unchanged.
Diffstat (limited to 'src/common/memory_detect.cpp')
0 files changed, 0 insertions, 0 deletions