GUIDES

Running out of VRAM: what happens and how to check

When a game needs more video memory than the card has, data has to move out to system RAM, and you see hitches, blurry or missing textures or a sinking frame rate. How to check real use, and which settings cost VRAM.

The settings menu draws a VRAM bar and yours is in the red. Or an overlay shows the card's memory almost full and you wonder whether that is why the game hitches. Or textures stay blurry for a second every time you turn around. All three get blamed on VRAM, and only some of them mean you are actually out of it.

What lives in VRAM

Video memory is the graphics card's own memory. In Microsoft's description of Task Manager's GPU figures, dedicated memory is "exclusively reserved for use by the GPU", and on a discrete card that is your VRAM. A game keeps there what it draws with: textures, shaders and geometry, which NVIDIA describes as constantly being transferred to the card as you move through a world, plus the render targets and depth buffers each frame is drawn into.

How much of it a game can use is not fixed. Microsoft's Direct3D documentation says the video memory budget can "fluctuate noticeably as background processes wake-up and sleep", and fluctuates dramatically when you switch to another application. Other programs that use the GPU hold memory on the same card.

What happens when a game runs out

A discrete card has two pools, its own memory and system memory, and Microsoft is blunt about the second: a game can overflow textures into system memory, but "the wrong resource in system-memory can severely impact frame rate". A program that does not stay within its budget can be "intermittently frozen" so other programs can run, and as an extreme last resort Windows itself can shift some of its data from video memory to system memory.

What you see depends on the game, because each one handles the shortage its own way. NVIDIA's VRAM explainer lists three outcomes: memory is purged and the scene reloads, with a noticeable hitch; only selected data is swapped, with no visible effect; or new assets load more slowly because they now come from system RAM. TechSpot's VRAM testing found that spread in practice. Halo Infinite removed textures and lowered detail; Forspoken and Hogwarts Legacy showed texture pop-in and high-quality textures that appeared and disappeared; in Avatar: Frontiers of Pandora the main symptom was less consistent frame times. Where the shortage hits performance, the cost can be large: in Horizon Forbidden West at 1440p with the very high preset, TechSpot measured the 16 GB RTX 4060 Ti 40% faster on average than the 8 GB version.

So the signs are hitches when you turn or enter a new area, textures that stay blurry or swap quality in front of you, and 1% lows that fall far below the average.

How to check VRAM use

Allocated is not the same as needed

Task Manager and the overlays show memory that is allocated, and that is not the same as what the game needs. NVIDIA's explanation is that a game allocates VRAM saying "I want it in case I need it", and that holding it "doesn't mean it actually needs all of it". It adds that only the game's developer can know precisely what is actively used, and that the estimate some options menus show "isn't always accurate". TechSpot notes the same from the other side: games tend to allocate more memory when more is available.

That makes a full bar weak evidence on its own. A card that sits near its limit with none of the symptoms above is not a problem to solve. The better test is behaviour: if the symptoms appear at one texture or ray tracing setting and go away one step lower, with nothing else changed, memory is the likely limit.

Which settings cost VRAM

The only figures worth repeating are measurements, and those are per game. TechSpot's 2024 testing recorded use rather than allocation, on a 24 GB RTX 4090 with at least 10 minutes of play per setting:

Game and setting (1080p unless noted)VRAM in use
Ratchet & Clank: Rift Apart, medium / high / very high8 / 9.2 / 10 GB
Same, very high with ray tracing11.2 GB
Same, with frame generation addedover 12 GB
Cyberpunk 2077: Phantom Liberty, ray tracing11 GB; 12 GB at 1440p
Same, ray tracing and frame generation12 GB; 13.5 GB at 1440p; 16.5 GB at 4K

Three readings of those numbers, which describe these games rather than every game:

For a card that is short, TechSpot's advice is to compromise on textures: "you can dial down things like textures and still receive a perfectly playable experience". They measured presets rather than texture quality on its own, so treat textures as a sensible first thing to try, not a measured ranking.

What to do

  1. Confirm it. Watch Dedicated GPU memory in Task Manager while the problem happens, and note whether it sits at the card's total.
  2. Change one memory-heavy setting at a time (texture quality, ray tracing, frame generation) and replay the same scene. If the hitches or texture problems go away, you have your answer; if nothing changes, look elsewhere.
  3. Close other programs that hold GPU memory. The Dedicated GPU memory column in Details shows which ones.
  4. Measure before and after on the same run rather than by feel; reading the benchmark covers how.

Integrated graphics and shared memory

Integrated graphics has no VRAM of its own. Intel's graphics memory FAQ says its integrated GPU "doesn't use a separate memory bank" and uses system memory instead. What follows from Intel's and Microsoft's descriptions:

What does not help

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