Hardware: nvidia 2080 RTX SUPER
Driver version: 452.06
Operating system: Windows 10 Pro 2004 (19041.508)
When I call ID3D11Device::CreateTexture2D() (with pInitialData null) when allocating a render target with the following parameters:
Width 1430
Height 802
MipLevels 1
ArraySize 1
Format DXGI_FORMAT_R32G32B32A32_FLOAT
SampleDesc {Count=8 Quality=0 }
Usage D3D11_USAGE_DEFAULT
BindFlags 40 (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
CPUAccessFlags 0
MiscFlags 0
The “Commit Size” for the application increases by 298,096KB (298MB).
When I look at the size of this resource in Microsoft Visual Studio Graphics Analyser (graphics debugger), it is just 18MB (18,349,760).
When I tried this on another machine (with an AMD Radeon RX 560 Series with 4GB of VRAM) and using the same size buffer, and also with a multisample count of 8, the “commit size” just increases by 170MB.
Can anyone explain why the “commit size” increases by so much?
Is this an issue with the driver?