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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-31 03:57:31 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-31 03:57:31 -0400 |
| commit | 7d82146663c0960cc8d7acece8642c7c4c944e3f (patch) | |
| tree | fdd7d95970cc1e538a84211744779e37f0efaa0a /src/common/sparse_large_vector.cpp | |
| parent | b40ad217ab829226841cb71f6e4c5cb05977a225 (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
