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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  • GGlover - Wednesday, January 28, 2015 - link

    So Mr. Tseng, how much did you pay for your 970? I bought 2 of them at launch and I am indeed angry that I was misled by inaccurate specs. I could care less about the real performance as I was lied to. I don't want to give money to liars. You should be a little more upset unless you got your card for free...
  • ThorAxe77 - Friday, January 30, 2015 - link

    "I could care less about the real performance" That's the funniest thing I have heard of in a while!!
    May be you should buy a 4GB R7 240...it's got 4GB so it must be great for 4K!
  • piiman - Saturday, January 31, 2015 - link

    "By calling out people to put up and sell out I am highlighting this fact - most critics can't put up and sell out because they are not GTX 970 owners with first hand experience of the product."

    If by selling out you mean taking a big lose then I'll talk to ASUS first and see if they will take it back at cost. Thanks for tying to take advantage of us.

    "2) The underlying logic of critics is that based on the news we heard yesterday this card is "gimped" - i.e. it's suddenly worth less than we thought it was."

    And since you don't think it is how abut you pay full price?

    "However this is despite the fact that the real-world performance of the card (which we all have seen in independent benchmarks) has not changed,"

    Lots , if not most benchmarks, didn't fill up the 3.5gb so we'll see what happens soon when you go over and from what I have seen once that happens your card is "gimped".

    we'll see soon I guess.
  • Gothmoth - Tuesday, January 27, 2015 - link

    quick get your tinfoil hats on..... lunatics.
  • gw74 - Thursday, January 29, 2015 - link

    Looks as if you're an AMD shill
  • ol1bit - Monday, February 2, 2015 - link

    Shills? AMD fanboy I'd say. The benchmarks haven't changed, you still get 4GB of ram, it still runs at 85-90% of the 980 for 1/2 the price or so. How do you think they make slower version of the same chipset anyway?
  • Alexvrb - Monday, January 26, 2015 - link

    They should have advertised it as 3.5GB + 512MB buffer or something of that nature. Nobody would have really batted an eye. If anything it might have driven a few customers to spring for the 980 over the 970, despite the comparatively large price gap and the not-so-large performance gap.

    Regardless... true or not, I love Nvidia's version of events. "Uh well we just didn't catch the technical documentation error and um, Group A doesn't talk to Group B. Honest. If we had caught wind of the mistake in several months before the story spread across the net like wildfire, we would have totally come out public with the info on our own. We swear! We come out and knock our own products down a peg months after the reviews come out all the time, with no prompting, yep."
  • 3ricss - Tuesday, January 27, 2015 - link

    I don't know. I still don't think they are wrong in advertising as 4GB, but they should have definitely offered a footnote as to the allocation of that memory.
  • Samus - Monday, January 26, 2015 - link

    Yeah, simply the best $300 I ever spent on a GPU, even if it realistically has 3.5GB of usable memory.
  • Laststop311 - Tuesday, January 27, 2015 - link

    but its not 300. it's more like 350+ including shipping unless you get the crappiest ones with the cheapest coolers.

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