Article suggestion: managing image quality within VRAM and processing limits

Quartz-1

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Your recent article on 4K SLI vs Crossfire gave me an idea (dangerous, I know): it would be very useful to know how to maximise image quality within the VRAM and processing limits of the GPU(s). Your findings show that 4 GB is a constraint at 4K, so how can those people with 4 GB VRAM maximise image quality within that 4 GB. In your performance reviews you measure the performance hits of various image improvement techniques and I wonder if you might add in VRAM consumption figures.

Such an article might help people decide if they're happy with 4 GB or need to go to 6 GB, 8 GB, or even 12 GB.

Such an article could also help those with 2 GB and 3 GB cards if done for 1080p and 1440p.
 
This is already done in that what is playable usually does keep the card within a sane usage of VRAM. If the VRAM was highly exceeded, the game wouldn't be playable. The very fact that the settings we chose are playable indicates that VRAM usage is in check as a result.
 
This is already done in that what is playable usually does keep the card within a sane usage of VRAM.

Indeed, but you don't quantify it. You just asset that you found such & such settings to be the best. Different people may have different opinions and different monitors may produce different results. High DPI monitors are the obvious ones here: for example, someone might say, "The high ppi means I don't need AA on this monitor; can I increase the visual quality another way?"
 
This is already done in that what is playable usually does keep the card within a sane usage of VRAM. If the VRAM was highly exceeded, the game wouldn't be playable. The very fact that the settings we chose are playable indicates that VRAM usage is in check as a result.

I think what he's asking for is an article specifically tailored to understanding how VRAM affects games with examples. Kind of like a one-off article.

Obviously, you all at [H] know your schedules and what generates the most clicks, so if this can't be done, I understand. But I do think it would be a neat read, nonetheless. :)
 
I think what he's asking for is an article specifically tailored to understanding how VRAM affects games with examples. Kind of like a one-off article.

Obviously, you all at [H] know your schedules and what generates the most clicks, so if this can't be done, I understand. But I do think it would be a neat read, nonetheless. :)

They have never produced this sort of article because it varies from game to game.

Also, the amount of VRAM an effect takes to implement also depends on the skill of the development team, and how good they are at caching assets.
 
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