Bummer. We’re indeed on DirectX 12. Things I did to debug this, maybe this helps:
- Make a debug build, launch it with
-llm
and then in the in-game console typestat llmfull
to see what is allocating memory. In our case, it was listed as “Untracked” but maybe you have more luck. I’m no super-expert on this, but you might want to try both DebugGame and Debug builds if you can and see what info you get. The issue wasn’t present for me in Debug, but it did appear in DebugGame. - Try the various showflags in the in-game console, e.g.
ShowFlag.AntiAliasing
and see if you can pin down what causes the issue. Since resizing the window changed the speed of GPU memory buildup, I was suspecting all sorts of screen-space effects like Depth of Field, SSR/Lumen’s screen traces and eventually Anti-Aliasing/TSR.
Hope this helps. We’re considering switching to Vulkan too, so fingers crossed we figure this out.
// EDIT: I switched our build to Vulkan now and the problem does not happen - I am not sure if my fix solved it, or if it wouldn’t have happened with Vulkan in the first place. Either way, to make sure that you don’t have the same problem that I did, you could set ShowFlag.AntiAliasing 0
and/or r.AntiAliasingQuality 0
from the build’s console and confirm that the issue is still happening.