@@Ghost95sr most games, especially unreal engine games, will never fill the entirety of the vram buffer and most of the time other game engines will also leave around 800 mb to 1.2 gb of slack space so that background apps (gpu rendered ones) and windows dwm can have vram to operate inject special K into the game and take a look at "DXGI budget changes" metric and you will see that jedi survivor is indeed extremely vram bottlenecked on 8 GB cards even if it only uses 6.8 GB think of VRAM as a cup that you want to drink water from. then imagine you want to fill the cup with water and carry it elsewhere (in this example, constant texture swaps and background apps randomly accessing vram). in that case, you don't want to fill your cup to its fullest otherwise you might spill water (cause game crashes or bugs). so you always leave some "slack space" so that water does not spill from the cup. VRAM management is no different. you need some breathing room for emergency use of VRAM for texture swaps and account for random stuff in the background that may want some VRAM buffer this is also why you will never see windows using 16 or 32 gb ram to its fullest. it will start memory compression or writing to pagefile once you reach 14 GB or so usage so that it always leaves 2 GB RAM buffer free for unexpected processes that could crash the system if the free RAM was not there