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    • ExarKunIvE

      Increase ram size

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support ram vram
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      ExarKunIvE

      @mitu ok thanks for the info

    • L

      vram

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support vram
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      L

      @mitu Thanks for the reply. Everything is working great, I was curious if it was capped or if I had an issue in my setup. Thanks for clarifying!

    • B

      getting glGetError 0x501, have mem split info

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support vram memory-split glgeterror
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      No one has replied
    • shavecatS

      every time i switch from left or right too the consoles i get white screens or the video snaps stop working

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support vram
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      shavecatS

      @mitu
      Thanks , also the mem' split to 512 helped :)

    • K

      Trouble with vram limit in the "Other Settings" catagory in the start menu...

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support vram raspi-config retropie 4.3
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      C

      @dankcushions ops.. i think i know where to get it.... thanks anyway...

    • 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