I am memory profiling my game in Visual Studio and about 60% of memory usage is happening from calls to glBufferData()
. I may be missing something but should this consume GPU memory instead of system memory? I call it using GL_ARRAY_BUFFER
and GL_STATIC_DRAW
I was just wondering is there a way I can force it to use only VRAM?
Visual Studio attributes the memory usage to "nvoglv32.dll"