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    • 9

      Using correct image

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support crashingemulat file.img carbon theme gpu split
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      markyh444M

      @9VnegDC read that link, provide the information requested in it.

    • Z

      Memory split advice in Docs

      Watching Ignoring Scheduled Pinned Locked Moved Ideas and Development wiki emulationstati gpu split
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      Z

      @mitu I used the desktop version.

      As this is a dedicated retropie device, I could have just downloaded the image. But at the time I was setting up three different RPis, two of them file servers. So it made sense to create them all from the same image, and avoid configuring them all individually.

      Previously, my RPi wasn't a "dedicated" Retropie, so that was a manual install too.

    • TMNTturtlguyT

      What are all the effects of changing VRAM?

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support vram gpu split theme
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      pjftP

      @NastyButtler322 not quite. To the best of my recollection from reading through that code for quite a while a few months ago, what's implemented in ES is a setting that sets a threshold of memory.

      When that threshold is crossed, it will explicitly unload textures from memory in order to load new ones. I'm not sure it's as much VRAM in the normal sense of the word as it is a ES texture memory manager, though I can't say for sure as I didn't implement it.

      That's why I have a suspicion that keeping it to high is as bad as having it too low, though I haven't been able to get anyone to test that. Too low means it won't have enough memory reserved to render all it needs to. Too high (I believe) will result in white screens if your Pi runs out of memory before the threshold is hit, as it won't unload textures to load new ones.

      Edit: see VRAM mention here:

      https://github.com/pjft/EmulationStation/blob/master/es-core/src/resources/TextureDataManager.cpp

      The method to unload VRAM just deletes the texture from the GL texture manager. The method to remove from RAM deletes the actual texture data from memory.

      https://github.com/pjft/EmulationStation/blob/master/es-core/src/resources/TextureData.cpp