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.

Diving Deeper: The Maxwell 2 Memory Crossbar & ROP Partitions Practical Performance Possibilities & Closing Thoughts
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  • mapesdhs - Monday, January 26, 2015 - link


    This obsession with lawsuits never ceases to amaze me. Nothing I've read suggests
    any action would have even the slightest chance of success.

    Ian.
  • anandreader106 - Monday, January 26, 2015 - link

    Riiiight. Nvidia is scrambling to explain away their mistake just for good faith. Companies have never been successfully sued for false technical specifications /s

    This guy just gave a solid example of how knowing that unknown could have changed his buying decision. Lawsuits have a roll in keeping companies honest. If companies didn't fear being sued for false advertising, do you realized how fucked up the market would be?

    Stop apologizing for a corporation. They messed up, simple as that. It's not the end of the world for you or Nvidia. But they need to learn from this.
  • zodiacsoulmate - Monday, January 26, 2015 - link

    so the card will decide when to use the slow part of memory?????
    That is just anonyy!!!
  • Dave4321 - Monday, January 26, 2015 - link

    It's actually better because it will always use it last.
  • makerofthegames - Monday, January 26, 2015 - link

    I knew everyone was overblowing this. Very interesting explanation though. Glad I waited until AT dived in before I made any judgement either way.

    And honestly, anyone running >3.5GB loads is going to be running 980s anyways.
  • Dave4321 - Monday, January 26, 2015 - link

    I think the bottom line is the GTX 970 has 3.5 GB of usable VRAM and saying ti has 4GB of ram is misleading to consumers. You wouldn't advertise a PC with a quad core CPU if two of cores had no possibility of adding performance.
  • RazrLeaf - Monday, January 26, 2015 - link

    But saying that there's 3.5 GB of VRAM wouldn't be entirely truthful either. Sure, it'd be the other side where you get more than advertised, but they're not wrong to say it has 4GB.

    Nvidia put themselves in to an interesting marketing corner with this memory setup.
  • MaikT - Monday, January 26, 2015 - link

    "NVIDIA has disabled 1 ROP/L2 unit, removing 8 “ROPs” (or rather 1 unit capable of 8 pixels/clock) and 256KB of L2 cache from the GTX 970."

    How many of those ROP/L2 units are disabled in a GTX 980M mobile variant?
  • Ryan Smith - Monday, January 26, 2015 - link

    0.
  • slickr - Monday, January 26, 2015 - link

    So basically Nvidia lied/omitted/didn't disclose the true information that this card is actually a big turd, a big cripple, that only has 3.5GB of memory and NOT 4GB as advertised. So false advertisement right there.

    Then it doesn't have the 64ROP's everyone was lead to believe, so false advertisement once again, another fraud on their part.

    Finally the memory bandwidth is actually false again, since the maximal theoretical speed is lower than the advertised one. So once again false advertisement, fraud by Nvidia.

    This begs for a class action lawsuit against Nvidia and for people to start voting with their money against Nvidia. Don't buy their products, since they are lying fraudsters.

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