Why Does 4K Gaming Require so Much VRAM?

Gamer frustrated with high VRAM use at 4K
(Image credit: Shutterstock)

When you're looking to buy one of the best graphics cards, performance often ranks as the most important aspect (along with pricing for many of us, naturally) — check our GPU benchmarks hierarchy if you want to see how the various cards stack up. But lately, we're seeing more games that seem to need lots of VRAM, possibly 16GB or more. Star Wars Jedi: Survivor, The Last of Us Part 1, Warhammer 40K: Darktide, Hogwarts Legacy, Final Fantasy 7 Remake, Elden Ring... the list is getting quite large for games that can exceed 8GB or even 12GB of VRAM use, depending on your chosen settings and resolution. What exactly is going on, though, and how much VRAM do you really need?

Superficially, you might think it's just a case of higher resolutions naturally requiring more VRAM. 3840x2160 (4K) is four times as many pixels as 1920x1080 (1080p), and 2.25X as many pixels as 2560x1440 (1440p). But while that can dramatically increase the number of calculations your GPU needs to perform, on its own it doesn't actually make a game use that much more VRAM.

Games have lots of buffers these days. There are framebuffers, depth buffers, geometry buffers, buffers for shadow maps and lighting, deferred rendering buffers, and potentially buffers for upscaling techniques like DLSS and FSR2. There can also be additional storage requirements for ray tracing, like the bounding volume hierarchy (BVH) structure. Anyway, not to get too far into the weeds, but there are many things that need memory.

Those memory requirements scale with resolution. For the framebuffer as an example, going to a resolution that's four times higher will generally mean using four times as much memory. Doing that for each buffer seems like it might be a big deal. But when you do the math, it's actually not that bad.

Using a 1080p resolution means 8,294,400 bytes are required for each buffer (1920 * 1080 pixels, with four bytes per pixel). 4K quadruples that to 33,177,600 bytes, while the in-between 1440p requires 14,745,600 bytes. Suppose there are ten such buffers used in a game. The difference between 4K and 1080p would still only end up being about 237 MiB — and there may be real-time compression / decompression techniques present in modern GPUs that reduce the storage requirements for certain buffers.

Most modern graphics cards have at least 8GB of VRAM, so an increase of around 0.2GB in memory requirements shouldn't matter much. But if you've ever gone from running a game mostly fine at 1440p to seeing your graphics card choke at 4K, you know something is causing problems. It may not be the larger buffers causing issues at 4K, but there's clearly something going on.

(Side note: Nvidia let us know that it's current architectures do not compress the framebuffers, "based on cost/benefit tradeoffs." However, we're not certain if AMD GPUs compress the framebuffer or not. Other buffers may or may not use some form of lossless compression, depending on the particular buffer and application.)

GeForce RTX 30-series lineup

The RTX 3070 fell down, due to having only 8GB VRAM. (Image credit: Nvidia)
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Jarred Walton
Senior Editor

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

  • -Fran-
    Good article, Jarred. It would be nice to dig a bit deeper on the different ways graphical engines allocate VRAM and support it by contacting some Devs to give more context. AMD and nVidia will just give generic marketing answers and I don't really trust them, unless it's their engineers given those answers.

    In any case, it is definitely important to tell everyone this "VRAM" debacle is nuanced. And that nuance is super important to get a better idea where it matters.

    That being said, and as a rule of thumb, you will always want more VRAM, just like you want more RAM. At the same price point and similar-ish performance level, do yourself a favour and always pick the GPU with more VRAM at the same performance and price tiers. Like it or not, it will just help the card last longer, meaning it'll save you money (I guess?) down the line.

    Regards.
    Reply
  • DavidLejdar
    I suppose the size of the screen has some relevance about the image quality though, doesn't it? Like, at 4k, medium texture quality won't show as much an image quality loss on a 27'' display as it would on a 45+'' display. Of course, with a larger screen, one is supposed to sit further away from it, which then may not make an image quality loss as visible.

    But strictly speaking, if one (such as myself) looks specifically i.e. at city builder games and transport tycoon games and similar, and for sake of such games would go at least 32'' 4K, would a bit more VRAM make a visible impact (assuming the game has high-end support of course) ? Or would it in case of a city builder not likely matter as much due to there being a lot of small objects when zoomed out? Or would it even zoomed out still have quite a demand on the VRAM?

    Not that I would be in a rush to upgrade. Currently RX 6700 XT with 12 GB VRAM (and AM5 CPU) works nice for running pretty much everything on max at 1440p. Just wondering about the context of VRAM on some other types of games, such as a city builder where one has a bustling metropolis, and wants to keep it at 60+ FPS when scrolling around and when zooming in and out.
    Reply
  • btmedic04
    there definitely is a place for 8gb equipped video cards: the sub $300 market. 8gb vram buffers have been around for about 10 years now. its not unreasonable to think that it needs to be lower on the pricing tier, afterall, nobody in their right mind would pay $300+ for an 8gb kit of ddr4 or ddr5 today
    Reply
  • JarredWaltonGPU
    DavidLejdar said:
    ...would a bit more VRAM make a visible impact (assuming the game has high-end support of course) ? Or would it in case of a city builder not likely matter as much due to there being a lot of small objects when zoomed out? Or would it even zoomed out still have quite a demand on the VRAM?
    This all depends on the game, the textures available, and the size of objects. It's why things like the rug in those Redfall images show the most pronounced change with texture quality: It's a big, flat object that may occupy over 1000 pixels in width. With city builders, a lot of the textures probably aren't even larger than 512x512, or maybe even 256x256. Like, if a building is only going to occupy say a small 1–2 percent portion of the display, then even at 4K resolution the actual object size would be maybe 384x216 (i.e. one tenth of the display resolution).
    Reply
  • JarredWaltonGPU
    -Fran- said:
    Good article, Jarred. It would be nice to dig a bit deeper on the different ways graphical engines allocate VRAM and support it by contacting some Devs to give more context. AMD and nVidia will just give generic marketing answers and I don't really trust them, unless it's their engineers given those answers.

    In any case, it is definitely important to tell everyone this "VRAM" debacle is nuanced. And that nuance is super important to get a better idea where it matters.

    That being said, and as a rule of thumb, you will always want more VRAM, just like you want more RAM. At the same price point and similar-ish performance level, do yourself a favour and always pick the GPU with more VRAM at the same performance and price tiers. Like it or not, it will just help the card last longer, meaning it'll save you money (I guess?) down the line.
    I did talk with some technical people, and that's why there's a side bar effectively saying, "Almost all of this is ultimately up to the game developers, so some engines and games will do things one way (e.g. Unreal Engine does a lot of texture swapping AFAICT), while others like to precache everything into memory and avoid stutters (Doom Eternal, to a lesser extent Red Dead Redemption 2)."

    One of the other aspects is that games could do tiling in DirectX 12. Then they would only need to load parts of a texture into memory. But tiling also requires effectively knowing which parts are needed, and predicting that can be difficult / impossible, which means it can cause stuttering as other bits need to be loaded until eventually the whole texture is in VRAM.

    Another option, which I'm pretty sure various games have used, is that they determine the highest resolution textures to load into VRAM based on your resolution. Let's say a game has up to 2K textures available (which is pretty common these days, I think — 4K textures are rarely used, for the reasons I mentioned in the article). If you're running at 1080p or lower, there's very little benefit to be had from using 2K textures, so the game might just cap the texture size at 1K. And in fact, it might do that at 1440p as well. But at 4K, then it would opt to load the 2K textures (where available — I didn't mention this but obviously a game doesn't need to use the same size textures everywhere).
    Reply
  • PlaneInTheSky
    PC are falling behind consoles, and it's all because Nvidia and AMD refuse to give low-end and midrange cards enough VRAM.

    -Last gen PS4-pro and Xbox-One-X had 8GB VRAM.
    PC kept up. Low-end GTX1060 and RX580 had 6-8GB VRAM to match.

    -Today, PS5 and Xbox-Series-X have 16GB VRAM.
    PC are not keeping up but have fallen behind. With 8GB VRAM that is insufficient to store all the texture assets.

    People talk about "badly optimized ports". But there's little you can "optimize" to deal with a lack of VRAM. Developers are not going to redo all their textures for PC.
    Reply
  • russell_john
    PlaneInTheSky said:
    PC are falling behind consoles, and it's all because Nvidia and AMD refuse to give low-end and midrange cards enough VRAM.

    -Last gen PS4-pro and Xbox-One-X had 8GB VRAM.
    PC kept up. Low-end GTX1060 and RX580 had 6-8GB VRAM to match.

    -Today, PS5 and Xbox-Series-X have 16GB VRAM.
    PC are not keeping up but have fallen behind. With 8GB VRAM that is insufficient to store all the texture assets.

    People talk about "badly optimized ports". But there's little you can "optimize" to deal with a lack of VRAM. Developers are not going to redo all their textures for PC.
    The PS5 and Series X DO NOT have 16 GB of VRAM, they have 16 GB of TOTAL RAM, that's for both the GPU and CPU to use. If they use 10 GB for VRAM then the CPU only has 6 GB left to work with which is why most quality settings are limited to 30 FPS because the CPU is starved for memory plus in Sony's case they ramp up the GPU frequency but have to lower the CPU frequency to keep package TDP under specs starving the CPU even more and creating a CPU bottleneck limiting the FPS

    Also very few games on the PS5 and Series X are true native 4K they are upscaled from a lower resolution
    Reply
  • PlaneInTheSky
    russell_john said:
    The PS5 and Series X DO NOT have 16 GB of VRAM, they have 16 GB of TOTAL RAM, that's for both the GPU and CPU to use.
    No, they have 16GB VRAM.

    The PS5 has 16GB of blazing fast GDDR6 VRAM, combined with a custom texture decompressor. It's a beast of a console.

    Slow PC system memory is completely useless for the GPU processor. That's why adding faster DDR5 makes didly squat difference for gaming. GDDR6 VRAM is exponentially faster than DDR5 system memory.

    Textures and shaders needs to be in VRAM to be usable by the GPU.

    Directstorage is literally designed to bypass the PC system memory bottleneck.

    https://i.postimg.cc/LHQMg3r9/Saitre.jpg
    You can build a PC with 128GB DDR5 system memory, and your game will still stutter and run like garbage with a GPU with only 8GB VRAM.

    The system memory on PC in no way compensates for the lack of VRAM compared to consoles.

    To compete with a console with 16GB VRAM, PC need GPU with 16GB VRAM. That was the case last gen with 8GB, and it is the case today.

    PC GPU should have 16GB VRAM, there's no excuse anymore. PC GPU with 8GB VRAM can not handle today's console ports.
    Reply
  • atomicWAR
    russell_john said:
    The PS5 and Series X DO NOT have 16 GB of VRAM, they have 16 GB of TOTAL RAM, that's for both the GPU and CPU to use. If they use 10 GB for VRAM then the CPU only has 6 GB left to work with which is why most quality settings are limited to 30 FPS because the CPU is starved for memory plus in Sony's case they ramp up the GPU frequency but have to lower the CPU frequency to keep package TDP under specs starving the CPU even more and creating a CPU bottleneck limiting the FPS

    Also very few games on the PS5 and Series X are true native 4K they are upscaled from a lower resolution
    Yeah comparing consoles to PC is frustrating due to the inherent differences in both platforms but generally speaking you've covered it. I honestly wish this gen had just focused on 90-120hz more. When you have a cross gen game your likely to a good performance mode going over 60fps but not so much for current gen only titles. 60hz should absolutely be the floor for frame rates as to often 30hz just ends up looking like trash in 3D games.

    I love Zelda Tears of the Kingdom but the only time its' 30hz looks ok is when I am playing it in handheld mode and its smaller size screen 'smooths' things out a little. That is when the frame time delivery is consistent as there are a few spots it gets wonky (technical term). Point being this rush to higher resolutions isn't always the best answer to better looking game-play. Nintendo was right doing something different BUT for docked mode I would love 60hz to have been standard. Yes I do realize the age and lack of power the chip has, it has aged impressively considering. Nintendo needs to move on to new hardware but that's another conversation.
    PlaneInTheSky said:
    System memory is completely useless for the GPU, textures and shaders needs to be in VRAM to be usable.

    The system memory on PC in no way compensates for the lack of VRAM compared to consoles.

    To compete with a console with 16GB VRAM, PC need GPU with 16GB VRAM. That was the case last gen, and it is the case today.
    You're a bit off base here. russell_john pretty much nailed the rough out line on how the consoles use ram. They still need to run the OS and other base functions. In the case of the PS5 it uses around 2-2.5GB of that 16GB for the OS leaving between 13.5-14GB free for games according to various devs (XBSX 13.5GB usable, XBSS 8GB usable). PC's don't run the OS on the video card so the VRAM isn't limited in the same fashion as a console where memory is shared.

    https://www.engadget.com/xbox-series-s-game-developer-memory-increase-184932629.html
    And sorry system ram does actually help compensate for lack of VRAM though admittedly its not ideal and games need to have been coded correctly to use it. This is where bad ports come in. So at the end of the day no a PC does not need 16GB of VRAM to compete with current gen consoles. 8GB is basically entry level at this point like the series S but even those newer cards should out perform it (RTX 3060 Ti+/4060+) in over all better settings, resolution and frame rates...and current gen 12GB cards should beat easily beat any of the big boy consoles on the market (bad ports excluded).

    Saying PC is behind consoles at the moment just isn't true. Their are differences and some of them make ports less than ideal but the general basis of your argument is wrong. Consoles don't have 16GB of VRAM available for games and system ram can help with VRAM limited scenarios in many games (not all).
    Reply
  • PlaneInTheSky
    atomicWAR said:
    You're a bit off base here. russell_john pretty much nailed the rough out line on how the consoles use ram. They still need to run the OS and other base functions. In the case of the PS5 it uses around 2-2.5GB of that 16GB for the OS leaving between 13.5-14GB free for games according to various devs (XBSX 13.5GB usable, XBSS 8GB usable). PC's don't run the OS on the video card so the VRAM isn't limited in the same fashion as a console where memory is shared.
    Playstation does not disclose the size of the OS at runtime, so it's pointless for you to make guesses.

    The OS itself likely takes up barely any space.

    PS5 uses a custom version of FreeBSD completely developed in C. The footprint of the OS is likely extremely low, much lower than your guesses. We're talking megabytes, not gigabytes.

    What takes up some space is the rendering protocols.
    The size on disc is very large, indicating it has many custom libraries that it can dynamically load at runtime to minimize the footprint.
    Reply