HWiNFO and RivaTuner Statistics Server can be used together to display VRAM consumption in an overlay on top of the game. A frame buffer is "x resolution * y resolution * color depth", so in E
would be 1920*1080*32bpp ~ 63.28MiB. This means that if there is an additional frame buffer, VRAM consumption would be ~ 63.28MiB higher than usual.
With that in mind I took a couple of readings when running E
in the Target Practice training scenario. This is a rather controlled environment as there is no server <> client communication, no NPCs and no players.
Restarting E
and the test scenario with and without changing D3DOverrider's triple buffer setting between sessions has shown that although VRAM consumption is somewhat dynamic, the average VRAM consumption values of both triple buffer enabled and triple buffer disabled are too close to one another to have enough space to fit an additional buffer.
You may have noticed that I'm talking about an "additional buffer" and not a "3rd buffer". The reason for that is that the game might already do triple buffering all by itself. If someone has an idea on how to check for that, please let us / me know.
PS:
I think I should mention that I ran my tests on Win8.1 with no compatibility mode set for E
. I've just read that it would work on Win8.1 if the game in question is ran in Win7 compatibility mode. This would require a new series of tests for which I currently lack the incentive.
With that in mind I took a couple of readings when running E
Restarting E
You may have noticed that I'm talking about an "additional buffer" and not a "3rd buffer". The reason for that is that the game might already do triple buffering all by itself. If someone has an idea on how to check for that, please let us / me know.
PS:
I think I should mention that I ran my tests on Win8.1 with no compatibility mode set for E
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