한국어English日本語简体中文繁體中文DeutschไทยTiếng ViệtРусскийPortuguês (Brasil)EspañolBahasa Indonesia

Game Lag White Paper › Problems only some players hit

Streaming failure from memory or VRAM shortage Memory / VRAM exhaustion

Cause ID pt-vram · Primary owner Game team (Client development) · Also External (External)

Open the interactive card with figures and simulations →

When two clients share graphics memory, there’s no room to load newly needed models and textures, and some of them don’t get drawn.

Why Two clients share VRAM and RAM. The OS may also shrink a background window’s graphics memory allowance first → Effect The engine can’t load new models and textures, or keeps evicting and reloading them → On screen NPCs appear late, look blurry, or are invisible, and the game stutters

Symptoms
Invisible / ghost entities, Stutter
Factors
Stall
Who’s affected
One client on the same PC
When
While moving or changing zones, When crowds gather
Owner
Primary owner Game team (Client development) · Also External (External)
Game team action items
Adjust quality automatically to fit the memory budget, show a fallback model when loading fails.
External action items
Tell players who run two clients at once to lower graphics quality or use low-spec mode, publish recommended VRAM and RAM specs.
On the graph
Hits a ceiling · Dedicated GPU memory usage per process
Where to look
In Task Manager on the player’s PC, the dedicated GPU memory column added to the “Details” tab, with the two clients’ combined usage compared against the graphics card’s VRAM. On the game side, the budget (Budget) and current usage (CurrentUsage) reported by DXGI’s QueryVideoMemoryInfo, logged
Confirmed if
The two clients’ combined usage flattens near VRAM capacity, and model and texture loading failures cluster when current usage goes over budget. It goes away with lower quality or only one client running
Ruled out if
Invisible even with VRAM to spare: simultaneous access to cache or asset files, or a display settings difference
Check with
The player’s own environment

Sources

  1. Residency (Direct3D 12) Microsoft
    The video memory budget can shrink a lot when you switch to another app, and going over budget causes stalls or failed allocations; outside the foreground, even reservations aren’t guaranteed
  2. GPUs in the task manager Microsoft
    Adding columns to Task Manager’s Details tab shows dedicated and shared GPU memory usage per process; dedicated GPU memory is the graphics card’s VRAM
  3. DXGI_QUERY_VIDEO_MEMORY_INFO structure (dxgi1_4.h) Microsoft
    Budget (the video memory budget set by the OS) and CurrentUsage (the app’s current usage); usage over budget can cause stutter

See also

Same layer: Problems only some players hit

Same symptom (Invisible / ghost entities), other layers

View the interactive card with figures and simulations