aboutsummaryrefslogtreecommitdiff
path: root/src/common/sparse_large_vector.cpp
diff options
context:
space:
mode:
authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-31 03:57:31 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-31 03:57:31 -0400
commit7d82146663c0960cc8d7acece8642c7c4c944e3f (patch)
treefdd7d95970cc1e538a84211744779e37f0efaa0a /src/common/sparse_large_vector.cpp
parentb40ad217ab829226841cb71f6e4c5cb05977a225 (diff)
nx2: shrink the graphics server pool to 2 GiB
The 12 GB layout added 8 GiB of DRAM for memory the Switch 2 graphics server keeps, and the whole emulated DRAM is committed at boot, so Switch 2 games needed 20 GB of free commit ("Failed to allocate 20480 MiB of backing memory" on PCs with 16 GB). With GPU-only regions backed as they are written and sparse regions taking tiles from the game's memory, Mario Kart World keeps ~1.1 GiB of the pool (texture pools it fills at boot, flat afterwards) and Splatoon Raiders none. 2 GiB leaves room and brings the commit to 14 GB. A title that runs the pool dry loses GPU writes into its unbacked blocks and logs it once.
Diffstat (limited to 'src/common/sparse_large_vector.cpp')
0 files changed, 0 insertions, 0 deletions