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It's fine to ask for both, but not losing context on OOM is much more useful than knowing the max vram limit. Making assumptions about available vram based on max vram is not recommended. It's not flat useless, but it's a rather poor signal, and creates false confidence in stability.What I'm trying to say is don't ask for a band-aid when your arm has fallen off. A max vram query is nice-to-have, but robust OOM behavior should be a requirement for creating good experiences.WebVR is unlikely to materially change how useful this is, or possibly would have less of a problem with OOM due to perf constraints. (users will either have faster-therefore-bigger cards or will be reducing settings to compensate regardless)I believe that games in general largely consume memory based on their graphics settings anyway, but I would be interested to learn of any heuristics in common use.
On Fri, Sep 15, 2017 at 7:30 PM, Alec Miller <al...@figma.com> wrote:
Why not do both? We’re moving to WebVR and other uses of the GPU that really should not have to guess at the upper limits. And yes, if it’s exhausted or oversubscribed or whatever that causes a failure, then we’ll have to handle the out of memory regardless. You’d like to know the physical core count, the physical memory amount (which is also shared by multiple processes, but still useful), and the gpu memory.
On Sep 15, 2017, at 7:26 PM, Jeff Dash <jda...@gmail.com> wrote:
Chrome should fix their implementation so as not to lose context when allocation fails. Allocation is supposed to be fallible in this way. Exposing the max memory size doesn't help when memory is used by other instances.
On Sep 15, 2017 7:03 PM, "Alecazam" <al...@figma.com> wrote:
So what's the way for an application to get at the driver's szDisplayMemoryEnglish, displayed in chrome://gpu? We really don't want to hardcode some guess here, and it sounds like if we exceed this then the context is lost, so all the more reason to report this number.szDisplayMemoryEnglish
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On Monday, August 28, 2017 at 1:12:16 AM UTC-7, Ivan Kuckir wrote:Hi guys,what is the correct way of detecting, that WebGL is out of memory? Is an error thrown by JS, or I shuld check the state of the WebGL server after every call?My app needs as much memory as possible. I know, that there is a constant GLenum OUT_OF_MEMORY = 0x0505;, but don't know how it should be used.Ivan - ivan....@gmail.com--
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