VRHow / Interactive Tools / Modded VR VRAM Simulator
Modded VR VRAM & Frametime Simulator
Official store specs (like 8GB for Skyrim VR) are obsolete for modded PCVR. Model multi-layer graphics memory allocation across heavy Wabbajack modlists, UEVR Unreal Engine 5 injectors, and 80-avatar VRChat lobbies. Predict PCIe bus spillover stutter before downloading 100GB+ texture overhauls.
Configuration & Mod Profile
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Memory Allocation Breakdown (GB)
The Anatomy of PCVR Video Memory: Why 8GB GPUs Fail
1. The 1.4x Barrel Distortion Tax
Unlike flatscreen 4K gaming (3840×2160 = 8.3M pixels), VR headsets require rendering at 1.4× panel resolution to compensate for optical pincushion distortion. On Meta Quest 3, this requires rendering two eye targets at 5780×3092 (17.8M pixels). At RGBA16F HDR depth, render buffers alone consume 2.8GB to 4.2GB before loading a single in-game texture.
2. The SteamVR Double-Buffer Trap
Running SteamVR alongside Meta Link or Virtual Desktop creates duplicate compositors and swapchain textures. This wastes 1.2GB to 1.6GB of physical VRAM. Utilizing OpenComposite / VDXR bypasses SteamVR completely, translating OpenXR API calls directly to the headset runtime and instantly freeing 1.2GB back into the GPU texture budget.
3. The 128-Bit Memory Bus Stutter Trap
When an 8GB or 12GB GPU exceeds 90% VRAM allocation, Windows Desktop Window Manager (DWM) begins paging unreferenced textures into DDR4/DDR5 system RAM over PCIe. On GPUs with narrow 128-bit memory buses (such as RTX 4060 and RTX 4060 Ti on PCIe x8), bus bandwidth drops from 288 GB/s down to 15.7 GB/s, causing 50ms+ micro-stutter spikes.
Curated VR Modlist Sizing & Hardware Tier Matrix
| Modlist / Injector | Game | Base Texture Pool | Total VRAM (Quest 3) | Minimum Safe GPU | Key Optimization |
|---|---|---|---|---|---|
| FUS (Basic / Light) | Skyrim VR | 3.8 GB | 7.8 GB | RTX 3060 12GB / 3070 | OpenComposite Default |
| FUS (RO DAH Balanced) | Skyrim VR | 5.8 GB | 9.8 GB | RTX 4070 / RX 7800 XT | Community Shaders Light |
| Mad God Overhaul (SFW) | Skyrim VR | 9.6 GB | 14.2 GB | RTX 4070 Ti Super 16GB | 2K Texture Pack Downscale |
| Mad God Overhaul (Extreme) | Skyrim VR | 14.5 GB | 19.4 GB | RTX 4090 24GB | DLSS Balanced + VDXR |
| Essentials Overhaul | Fallout 4 VR | 4.2 GB | 8.2 GB | RTX 3070 / RTX 4060 Ti 16GB | OpenComposite Bypass |
| UEVR UE5 Native Stereo | Unreal Engine 5 | 6.2 GB | 11.8 GB | RTX 4070 Super / 4070 Ti | Lumen Hardware RT Off |
| VRChat 80-Avatar Lobby | VRChat | 12.5 GB | 17.8 GB | RTX 3090 / RTX 4090 | Avatar VRAM Limit (200MB) |
Frequently Asked Questions: PCVR Modding Memory
Why does Skyrim VR crash with no error code when loading outside Whiterun?
This is the classic Out-Of-Memory (OOM) crash. Skyrim VR's engine (Papyrus / Creation Engine) attempts to allocate large 4K landscape and parallax normal maps simultaneously during cell transitions. If your GPU runs out of physical VRAM and system RAM paging cannot keep up, the DirectX 11 device is removed (DXGI_ERROR_DEVICE_REMOVED), causing an instant silent desktop crash.
Does DLSS actually save VRAM in VR?
Yes. DLSS renders the underlying game eye buffers at a lower internal resolution (e.g., 67% on DLSS Quality, 58% on DLSS Balanced) and reconstructs the image using Tensor cores. This reduces the primary RGBA16F render target footprint by approximately 0.6GB to 1.1GB, though the texture pool itself remains unchanged.
How do I install OpenComposite to bypass SteamVR?
For Virtual Desktop, simply switch the OpenXR runtime in Virtual Desktop Streamer to VDXR. For Meta Link / Air Link, download the OpenComposite runtime switcher and set OpenXR to Meta Link. This replaces the openvr_api.dll or redirects OpenXR calls, immediately shaving 1.2GB of compositor memory.
