System Specs:
- GPU: NVIDIA RTX 2080 Super (8 GB VRAM)
- CPU: AMD Ryzen 9 5900X
- RAM: 64 GB
- OS: Nobara Linux 43 (2026-04-19 release), fully updated
- Kernel: 7.0.1-200.nobara.fc43.x86_64
- NVIDIA Driver (Linux host): 595.58.03 (proprietary)
- Proton Version: GE-Proton10-34 (installed as "Proton-GE Latest")
- Engine / Renderer: Unreal Engine 5.6.1-0+UE5, D3D12 (SM6), translated via DXVK/VKD3D-Proton
- Launcher: Launched via Steam with GameMode (gamemoderun) enabled
- Game Build ID: 22851825 (Steam appid 3041230, Windrose-Win64-Shipping)
Summary:
On my setup, neither changing the graphics preset (Epic / High / Medium) nor enabling any of the available upscalers (TSR, DLSS, FSR on Performance) produces a measurable effect on VRAM usage or GPU load. The game consistently saturates the 8 GB VRAM on my RTX 2080 Super regardless of settings. After extended play, performance degrades and the game eventually crashes. I cannot speak for native Windows behavior โ this report only describes what I observe in my environment.
Reproduction Steps (most reliable trigger):
- Load into a save with a modestly sized base (roughly 3 small buildings, little to no geometry overlap).
- Fast travel between Tortuga and the base, back and forth, a few times.
- VRAM fills up quickly and the issue becomes immediately noticeable โ stutters within minutes.
- Changing graphics preset between Epic, High, and Medium during this scenario produces no measurable difference in VRAM usage or GPU load.
- Enabling TSR, DLSS, or FSR on Performance also produces no measurable difference.
- Returning to the main menu (without closing the game) sometimes temporarily alleviates the issue, but a full game restart is usually required to reset VRAM usage.
Note on initial upscaler state: On the captured session described below, the in-game settings UI reported FSR active at 70% screen percentage from game start. However, the engine log at boot shows r.FidelityFX.FSR.Enabled:0 (the documented boot-time default). This suggests either the UI does not reflect the actual engine state, or FSR is being applied via a different code path (e.g. screen-percentage scaling rather than the FSR enable CVar). Either way, VRAM still saturated to ~7.8 GB during gameplay.
Expected Behavior:
- Lowering the preset from Epic to Medium should noticeably reduce VRAM usage (texture resolution, shadow map size, etc.).
- Enabling an upscaler on Performance should lower the internal render resolution and reduce both GPU load and VRAM footprint.
- Fast travel between zones should not progressively accumulate VRAM usage to the point of saturation.
Actual Behavior:
- VRAM usage remains effectively identical across all three presets.
- GPU load stays at 93โ98% regardless of preset or upscaler setting.
- Enabling DLSS / FSR / TSR at Performance produces no visible performance change and no VRAM reduction.
- Repeated fast travel between Tortuga and base accumulates VRAM usage until saturation.
- Eventually results in heavy stuttering and crashes. A full game restart resolves the issue temporarily. "Back to main menu" occasionally helps but is not reliable.
Additional Notes:
- System is fully up to date: Nobara 43 with latest kernel, latest NVIDIA proprietary driver, latest Proton GE build.
- Tested at identical in-game locations after full restarts between setting changes, so this is not an asset-caching issue on my end.
- This may suggest a VRAM leak or a missing resource cleanup during zone transitions, combined with preset/upscaler settings not properly affecting the render pipeline.
- Happy to provide logs,
nvidia-smioutput, MangoHud captures, or a video demonstrating the fast-travel repro if helpful.
Engine log confirms root cause: Texture Pool = 4411 MB (Epic) vs 4348 MB (Medium) โ only 63 MB / 1.4% difference. r.Streaming.LimitPoolSizeToVRAM=1 ties pool to VRAM, not to preset.