14:34orbea: mannerov: you ever look at the pmap results i posted above?
17:10mannerov: orbea: yes I did look. There seems to be a lot of small allocations (16KB) and some fragmentation (48kb pieces)
17:10mannerov: I assume what's taking this place is shaders
17:14mannerov: maybe playing with radeonsi env vars could help
17:15mannerov: like number of threads for shader compilation
17:27orbea: I vaguely recall doing that in the past, it just made it slower, not less
17:28orbea: but yea, it happens when the game is compiling shaders which happens when starting the game and then again when starting a level
17:28orbea: some levels do it much more than others
17:29orbea: takes a few mins with d9vk to start the DLC areas...
17:39mannerov: What would work for you is to delete shaders not used for a long time if new shaders come in
17:41orbea: I think it might be some kind of ubershader?
17:42mannerov: not sure what to think except the game compiles so many shaders it gets several GBs of them
17:42orbea: any idea how d9vk avoids this problem?
17:43mannerov: radeonsi keeps more data internally for shader compilation since it switched to nir
17:46orbea: i recall some shader compiler option in the game's config, should test it
20:02mannerov: siro__: hey still there ,