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Interesting post from a WindowsMR developer about VR memory usage

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One of the notable ones is a change we're working on with Valve that'll significantly reduce the amount of GPU memory used when running SteamVR. That one's exciting because we've found it has a cascading effect - a lot of VR workloads tend to max out the GPU memory, and reducing the amount used reduces the need for memory paging, leading to a smoother overall experience.


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