16.3 RAM used + additional 8.4 budget VRAM = total 24.7, xbox is combined so it should never have been 24.7 on pc if it was xbox budget, which is 15 total (1 gb for os).
I think I am right in saying DXT textures are stored in VRAM compressed before hardware decompression. Been a while since I was doing this stuff so I could be mistaken.
Current RAM usage was 16.3GB is (out of 64GB)
16.5GB is the peak this had reached so far in that session.
Current GPUMem budget was 8.494GB/8.844GB
The video card is is a 3080, so only 10GB of RAM.
Would this amount of RAM (CPU + Video) be possible on an xBox?
DXT is a texture compression format, formerly known as S3TC. DXT is widely supported on current graphics hardware, meaning it will stay compressed in video memory, allowing the artist to use more or larger textures.
I keep hearing is this for an Xbox or PC ? It does not matter as there is only one flight simulator for for both PC and Xbox as for today they do not differential PC or Xbox.
That is a completely separate, and much more philosophical, argument.
I am only referring to this ridiculous conspiracy, that the PC version is hard limited to xBox levels, which is being spread by a small group of vociferous users as if it is a fact, when it is nothing of the sort.
I tend to agree with this statement as the numbers have shown. I think the agressive optimization to the sim on the xbox has bleeded into the PC build because these fpesses are so important.
What awaits them is to apply different strategies to accomodate the different requirements. from users on both platforms. I tend to think the optimisation bleed into the PC build is temporary from the beginning, hence the beyond utra that has been talked about.
The culling bit is fine for me, brilliant bit of work by the team, I just use the rolling cache to stop it re-downlading. The thing I really dont like is the heavy texture compression and loss of image quality.