GUIDE · MEMORY · DXVK 3.1.1 · TOLD VS REAL
VRAM and memory in DXVK: what the game sees and how to change it
How we checked this
Two kinds of “out of memory”
People use the phrase for two different problems. They look alike and have different fixes.
The game is told the wrong amount
The game asks "how much video memory is there?" and gets a wrong answer: too little (it picks low settings) or too much (it overfills).
DXVK can fix this. It decides what to answer: d3d9.maxAvailableMemory, dxgi.maxDeviceMemory.
A 32-bit game runs out of address space
A 32-bit program can address only 2 GB (4 GB if Large Address Aware). Game, mods, DXVK and driver all share it.
DXVK cannot add space. Only the 4 GB flag, fewer mods and less memory use help.
Upstream’s 3.0 notes say the new compiler reduced memory use in some 32-bit games, and that Direct3D 9 buffer uploads now use bounded memory; see DXVK 3.x. That helps with kind 2 but does not remove the limit.
See what your game is told
- The game’s own settings screen. Many older games show the detected video memory, or refuse high settings when it looks too low.
- The DXVK HUD.
DXVK_HUD=memoryshows how much memory DXVK itself is using (HUD page). It shows DXVK’s use, not what the game is told. - The log. At start-up DXVK prints the memory heaps of the GPU it found. On our Wine test machine, which has a software GPU, the log said:
info: Memory:
info: Heap 0: 15.70 GiB (DEVICE_LOCAL)
A software GPU uses system RAM, so the "video" heap is about the size of the host’s memory. A real card shows its own VRAM here.
Direct3D 8 and 9 games: d3d9.maxAvailableMemory
The option sets the starting value, in megabytes, for Direct3D 9’s memory tracking and for what the game gets when it asks how much texture memory is available. The default is 4096.
d3d9.maxAvailableMemory = 2048
| Default (4096) | 32-bit | 3,062 MB |
|---|---|---|
| Default (4096) | 64-bit | 4,086 MB |
| d3d9.maxAvailableMemory = 2048 | 32-bit | 2,038 MB |
No rows match.
We got the same 2,038 MB on Windows and under Wine (F25). The default setting shows less than 4096 for a 32-bit program. We did not investigate why.
Raise or lower it only when a game misreads memory. Two related options exist: d3d9.textureMemory (default 100) is a budget of address space for mapped textures, and does not change quality or real memory use; d3d9.memoryTrackTest is a test mode that pairs with it. We did not test either, and the options reference marks both advanced.
Direct3D 10 and 11 games: dxgi.maxDeviceMemory
For these games the figure comes from DXGI. dxgi.maxDeviceMemory caps the dedicated memory reported, in megabytes, and dxgi.maxSharedMemory caps the shared (system) memory. Both default to 0, meaning no override.
dxgi.maxDeviceMemory = 4096
With 4096 a Direct3D 11 test program saw 4,096 MB of dedicated memory (F26). Without it our software GPU reported its real heap: about 16 GB because the lab machine has 16 GB of RAM it shares.
32-bit games and the 4 GB limit
A 32-bit program has a fixed amount of address space: 2 GB, or 4 GB if its executable is flagged Large Address Aware (LAA). The game’s code, its mods, DXVK and the graphics driver all live in that space. When it fills up, the game crashes with an out-of-memory error even though your graphics card has plenty free.
- Check the flag. The Game Checker reads the LAA flag from the exe header and says if a 32-bit program is not Large Address Aware. It reads the file only; it changes nothing.
- Some older games need a 4 GB patch. The community says Fallout: New Vegas does (our game database marks it as such); we cannot confirm that for any other title without reading its exe. Patching sets the flag.
- DXVK changes how tight it is. Issue 1318 (135 comments) is where users discuss 32-bit memory problems. We have not measured address-space use; upstream says 3.0 reduced memory use in some titles.
Memory budget and defragmentation (advanced)
Three DXVK-wide options deal with how DXVK manages memory. Leave them at default unless a game page tells you otherwise. We have not tested any of them.
dxvk.maxMemoryBudget: a debug cap in megabytes on how much VRAM DXVK itself uses. Expect heavy slowdowns.dxvk.enableMemoryDefrag: allows defragmenting VRAM when memory is wasted or over budget.Autoskips drivers on a blocklist. A debug option.dxvk.zeroMappedMemory: clears freed mapped memory. A last resort for games that read uninitialised data, at a high CPU cost.
“VRAM leak” reports
Memory use that grows is not always a leak: drivers and DXVK cache things on purpose. To tell them apart, use the same scene, show DXVK_HUD=memory, and write down the figure every few minutes for half an hour. Flat after warm-up is caching; a steady climb is worth reporting. Put the HUD reading, the DXVK version and the log in the report; the error page shows how to read the log. We have not reproduced a leak ourselves.
Game recipes
These are the memory lines that apply to each game and the evidence behind them. None has been run in the game itself (why).
| The Sims 3 | DXVK already presents a fixed GPU to this game; d3d9.maxAvailableMemory exists if it misreads memory. See the Sims 3 page. | F25 (option effect on a test program only) |
|---|---|---|
| GTA IV | Direct3D 9, 32-bit; check the exe with the Game Checker before changing anything. | F25 |
| Fallout: New Vegas | Reported to need a 4 GB patch; memory options are secondary. | Community report, untested |
No rows match.
See also The Sims 3, GTA IV, Fallout: New Vegas and The Sims 2. For choosing which GPU a game sees, read GPU selection.
Questions people ask
Does DXVK give my game more VRAM?
No. The options only change the number DXVK reports to the game. Your graphics card has the memory it has. We measured the reported value change (F25, F26), not any real change.
Which value should I use for d3d9.maxAvailableMemory?
Start with 2048 for a 32-bit game that misreads memory. In our test it made a Direct3D 9 program see 2,038 MB instead of 3,062 MB for a 32-bit process (F25). The default is 4096; the game saw less than that because the 32-bit address space limits it.
How do I fix an out-of-memory crash in a 32-bit game?
That is usually the address-space limit, not VRAM. DXVK cannot add address space. Check whether the exe is Large Address Aware (the Game Checker reads the flag), reduce mods and texture sizes, and read the 4 GB patch section.
How can I see how much memory the game is told?
Use DXVK_HUD=memory to see DXVK's own memory use, the game's graphics settings screen for what it detected, and DXVK's log, which prints the memory heaps it found at start-up.
Is there a VRAM leak in DXVK?
Some reports describe memory growing over time. Caching can look the same, so watch the HUD memory line over thirty minutes in the same scene before deciding. We have not reproduced a leak.
Sources
- DXVK dxvk.conf at v3.1.1 · accessed 2026-11-07
- DXVK issue 1318 (32-bit memory, 135 comments) · accessed 2026-11-07
- DXVK issue 1100 (244 comments) · accessed 2026-11-07
- DXVK 3.0 release notes (memory savings in 32-bit games) · accessed 2026-11-07
- Microsoft: /LARGEADDRESSAWARE · accessed 2026-11-07