The game doesn't consume that much VRAM. It plays on 4 GB GPUs just fine. The GPU only needs to keep resident what's currently on the screen. Even including every animation frame, that's 1 GB tops.
Hell, the minimum requirements are a GeForce 750 Ti, or Radeon r7 360. Those are 2 GB GPUs.
Not everyone bought a GPU to run LLMs on. That is quite a bit of VRAM, especially for non-desktops
Gaming hardware reviewers have been complaining about 4GB of VRAM not being enough since probably 2018 onward.
I have a weird setup with two very old 5:4 1280x1024 monitors I like to use for fun, and even playing Subnautica (2018 Release date) I can use up 3.4GB of VRAM at that low of a resolution on High settings. (playing on a single monitor)
In desktops maybe, which will be somewhat popular still among people who play a lot of games but not a majority (IDC has laptop sales at a 3 to 1 ratio to desktops in 2022, but that's not specific to people who play games, much less (2d) Factorio players specifically). The system I bought before my current one was in 2018 and mid-tier then was 2GB. There was no craze for (V)RAM at the time, more a question of which setting you want to play games at (and with which render distance) than whether a given laptop works for games at all
As of last month, Steam reports that >15% of their customers still have 4GB VRAM or less: https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
I'm not familiar with Subnautica beyond the name, is that known for being particularly efficient?
edit: meant to say 4GB rather than 2GB in the Steam stats reference, fixed
4 GB is the recommended size, which manes >90% of steam-user are already in the optimal area. The lower recommendation is even 1 GB, which means >97% of steam user. Maybe if you play on a $100 mini-toaster, or some budget-laptot, it will get critical, but the vast majority of steam users are fine with playing this game.
Based on my testing (and the fact that Factorio officially runs on the OG Switch) Factorio fits comfortably in less than 4GB of VRAM. So, the relevant percentage is 9.6%... the slice of their customers that have 3GB of VRAM or less.
But, the slice is actually smaller than that! The minimum graphics requirement listed on the Steam Store page is
> DirectX 11 capable GPU with 1GB VRAM - GeForce GTX 750 Ti, Radeon R7 360 or Intel UHD Graphics 730
Given that Wubi actively tested on hardware with 1GB of VRAM, [0] I believe that to be an accurate minimum system requirement. Requiring 1GB of VRAM excludes 2.7% of those who chose to do the Steam Hardware survey.
Given that very few OpenGL/D3D/Vulkan 3D games released in the past like ten years will run with 512MB of VRAM, 1GB of VRAM seems to be a fine cutoff point to me.
Mid-tier laptop GPU in 2018 would have been a GeForce 1060, which came in either 3 or 6 GB variants. GeForce 1050 Ti came in a 2 GB variant, but I wouldn't classify that as mid-tier. The x050 variants (1050, 2050, etc) are budget tier.
Steam having a massive collection of users with older hardware doesn't really make 4GB of VRAM any larger. My current main machine reports less than 1GB since its an iGPU. (But I've seen it use over 8gb of system memory as VRAM)
>I'm not familiar with Subnautica, is that known for being particularly efficient?
Its a pretty well made unity engine game with a minimum requirement of Intel HD4000 integrated graphics. IDK if it would be consideredban efficient game vs other visually nice from this time frame like DOOM 2016 which runs really well on 4GB vram cards if you stick to 900p and below resoultions.
So you're extrapolating "I bought a budget tier system in 2018 and it plays a 2016 game just fine" to "Nobody needs more than 4 GB of VRAM unless you're running an LLM"
Hell if I had know that a 5090 would be worth 6000 USD I would have brought as many of them as I could for 2000 USD!
4 GB is nothing. Mid-grade GPUs from 2013 had 4 GB. Budget GPUs from 2016 (10 years ago!) had 4 GB.
I don't have it installed now (lest I get tempted into a quick 2-hour session and end up being late for work 12 hours later), but IIRC it performed the same for me on iGPU and 4090, even on the big saves running below 60 FPS/UPS.
Surely from first principles one'd expect 3D models to be heavier than the 2D renders, due to the extra axis?
A similar 2d image of a triangle would likely be thousands of bits of data.
The 2d probably uses a little less per pixel. Whereas the triangle has slightly more expensive compute per pixel cost. But modern gpu have dedicated hardware for that.
3d is probably more expensive compute but cheaper vram usage. At least to a point and a certain set of conditions. Barring things like textures and others.
> Barring things like textures and others.
Other than some really expensive stuff, it's not expensive. Who could have guessed?
The high quality sprites are 64 pixels across per tile. With each tile being 1 meter, 1 pixel is 1.56 cm (About 0.63 inches) across. By today's standards, that's a very low texture resolution, though they can get away with it when your camera is so far away.
But if the game was 3D, you could expect players to put the camera closer to your objects. You'd need significantly higher texture resolutions. And you'd need a texture for each part of the object.
Meanwhile, consider a 3x3 object. That's 192x192 = 36,864 pixels. Assume it has a 60 fps, 2-second animation loop. That's 4,423,680 pixels. With 8 bytes per channel and 4 channels (RGBA), that's about 17.7 MB, which allows you to store 56 objects per GB.
Which doesn't sound like a lot, but we're making some huge assumptions. Not all objects are 3x3 tiles. Most don't have 120 frames of animation.
And as I mentioned in another comment, you don't need to store ALL the game's art in VRAM at once. Only what's on the screen. And you can certainly fit an entire screen's worth of animations in a 2 GB GPU.
I am assuming that they are laveraging multiple compression technics like using texture specific compression on the gpu, or sub sampling the resolution directly. 8 bytes per channel seems rather large here as well.
That was a typo. I meant 8 bits per channel.