Segmented Memory Allocation in Software

So far we’ve talked about the hardware, and having finally explained the hardware basis of segmented memory we can begin to understand the role software plays, and how software allocates memory among the two segments.

From a low-level perspective, video memory management under Windows is the domain of the combination of the operating system and the video drivers. Strictly speaking Windows controls video memory management – this being one of the big changes of Windows Vista and the Windows Display Driver Model – while the video drivers get a significant amount of input in hinting at how things should be laid out.

Meanwhile from an application’s perspective all video memory and its address space is virtual. This means that applications are writing to their own private space, blissfully unaware of what else is in video memory and where it may be, or for that matter where in memory (or even which memory) they are writing. As a result of this memory virtualization it falls to the OS and video drivers to decide where in physical VRAM to allocate memory requests, and for the GTX 970 in particular, whether to put a request in the 3.5GB segment, the 512MB segment, or in the worst case scenario system memory over PCIe.


Virtual Address Space (Image Courtesy Dysprosia)

Without going quite so far to rehash the entire theory of memory management and caching, the goal of memory management in the case of the GTX 970 is to allocate resources over the entire 4GB of VRAM such that high-priority items end up in the fast segment and low-priority items end up in the slow segment. To do this NVIDIA focuses up to the first 3.5GB of memory allocations on the faster 3.5GB segment, and then finally for memory allocations beyond 3.5GB they turn to the 512MB segment, as there’s no benefit to using the slower segment so long as there’s available space in the faster segment.

The complex part of this process occurs once both memory segments are in use, at which point NVIDIA’s heuristics come into play to try to best determine which resources to allocate to which segments. How NVIDIA does this is very much a “secret sauce” scenario for the company, but from a high level identifying the type of resource and when it was last used are good ways to figure out where to send a resource. Frame buffers, render targets, UAVs, and other intermediate buffers for example are the last thing you want to send to the slow segment; meanwhile textures, resources not in active use (e.g. cached), and resources belonging to inactive applications would be great candidates to send off to the slower segment. The way NVIDIA describes the process we suspect there are even per-application optimizations in use, though NVIDIA can clearly handle generic cases as well.

From an API perspective this is applicable towards both graphics and compute, though it’s a safe bet that graphics is the more easily and accurately handled of the two thanks to the rigid nature of graphics rendering. Direct3D, OpenGL, CUDA, and OpenCL all see and have access to the full 4GB of memory available on the GTX 970, and from the perspective of the applications using these APIs the 4GB of memory is identical, the segments being abstracted. This is also why applications attempting to benchmark the memory in a piecemeal fashion will not find slow memory areas until the end of their run, as their earlier allocations will be in the fast segment and only finally spill over to the slow segment once the fast segment is full.

GeForce GTX 970 Addressable VRAM
API Memory
Direct3D 4GB
OpenGL 4GB
CUDA 4GB
OpenCL 4GB

The one remaining unknown element here (and something NVIDIA is still investigating) is why some users have been seeing total VRAM allocation top out at 3.5GB on a GTX 970, but go to 4GB on a GTX 980. Again from a high-level perspective all of this segmentation is abstracted, so games should not be aware of what’s going on under the hood.

Overall then the role of software in memory allocation is relatively straightforward since it’s layered on top of the segments. Applications have access to the full 4GB, and due to the fact that application memory space is virtualized the existence and usage of the memory segments is abstracted from the application, with the physical memory allocation handled by the OS and driver. Only after 3.5GB is requested – enough to fill the entire 3.5GB segment – does the 512MB segment get used, at which point NVIDIA attempts to place the least sensitive/important data in the slower segment.

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  • Stuka87 - Tuesday, January 27, 2015 - link

    Except its not for a great price. Its 5% faster (on average) than the 1.5 year old 290X, but cost $100-$150 more. How is this a good price?
  • Chaser - Wednesday, January 28, 2015 - link

    Couldn't agree more. Frame rates and superb low power consumption for the price.
  • Sh!fty - Friday, January 30, 2015 - link

    I got the card for its longevity. I bought 4GB of RAM and now being told I only received 3.5GB.

    REGARDLESS of how good the card is, this is false advertisement
  • piiman - Saturday, January 31, 2015 - link

    Well I've recently picked up Dying Light and every time its VRAM goes even a little above the 3.5 the game turns into a stuttering mess.

    I also bought a card BASED on that faulty data sheet and I'd like what I paid for.
  • Overmind - Wednesday, February 4, 2015 - link

    Not a storm. A marketing trick.
    Remember the fake nV video card presentation, the one with wood-screws ?

    The questions one should ask is how much are they willing to cheat ?
  • fuckNvidia - Monday, February 9, 2015 - link

    Be very happy with it!<------nvidia employee as a customer i'm returning both mine
  • mluppov - Sunday, March 1, 2015 - link

    Oh shut up, Jen-Hsun.
  • Cullinaire - Monday, January 26, 2015 - link

    Perception will become reality soon as games start to use more and more VRAM...
  • Veritex - Monday, January 26, 2015 - link

    That's what Euro review sites indicated with PS4/Xbox1 with 8 GB of memory and with around 30 million sold now and heading toward 50 million in the near future...the gimped cards like the GTX 970 will lose performance and value more quickly than in the past.

    Another factor about perception is that Nvidia misrepresented the specs all through 2014 and only after so many users were questioning them. They conveniently waited until the Christmas and shopping season was past before disclosing the truth to the consumers.

    So it is hard not to have an overall perception of Nvidia as a shady and less than truthful company.
  • looncraz - Monday, January 26, 2015 - link

    That's my concern about all this - it took so long for it to come to light, someone at nVidia HAD to have noticed - these people get paid to read an interact with reviewers, and even the engineers would likely have read the reviews and saw that the specs as wrong (and one or more of them probably brought it up to management).

    nVidia can prevent this problem in the future by adding a specification review phase - or just having the engineers write down the specs... really not that complicated.

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