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Failed to allocate DeviceMemory and Crash #1072

Answered by robertosfield
newmyl asked this question in Q&A
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The number of elements is probably not the cause of high memory usage but the amount of geometry and texture data associated with them.

The main change I'm wanting to see in osg2vsg is utilize the vsg::ShaderSet/GeometryPipelineConfigurator scheme that will open the door for extensible shader setup as well all the lighting and shadow map functionality that the VSG's standard PBR and Phong ShaderSet provide. These changes will mainly help for visual quality rather than lower memory footprint.

My best guess at this point is the VSG is trying to allocate all the vertex and texture data resident in GPU memory and it's running out on your Quadro. Vulkan allows to specify exactly where the memo…

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