   get free gpu memory
  Hello,is there a way to get the free gpu memory size ?I mean an API call or something like this.regards,c-mos   
  Maybe, it depends on what API you're using. But any answer you get is typically inaccurate and useless - what do you need it for?   ;  For volume rendering i need to know how much memoryI have free for use. I know there is the GL_PROXY_GEOMETRYto get the largest possible size of a 3d texture. But i readit's not that exact. So it seems beter to me to know how much freegpu memory I have.regards,c-mos   ;  I don't believe OpenGL provides a function that will return the amount of free video memory. As I said, any answer that you do get from the APIs that do provide it is generally inaccurate anyway. (On DirectX 10, for example, the driver presents a virtualized view of video memory - much like you get a virtualized view of system memory - so you can actually create more textures that would normally fit in video memory).The simplest way to find out whether you will be able to create a particularly-sized texture or not is to actually try to create it. If it fails, it's too big :-)   ;  Just create 1024*1024 textures putting them into the graphics memory until it fails. Then  you can do the maths to see how much you have. Obviously you need to do this before running your game/simulation when the memory is still free.For opengl textures are swapped out as needed. So instead of checking whether it failed I think you need to check glAreTexturesResident/glGetTexParameter with GL_TEXTURE_RESIDENT.Not totally sure on that.;  Hello, thanks for your reply.I found something in the d3d api. D3D offers the possibilityto check free gpu memory.I'll give feedback.regards,c-mos   ;  This is absurdly pointless UNLESS you're running on a console / embedded platform, and in that case you wouldn't be asking that question in the first place.Computers can (*gasp!*) multitask, so by the time you get available GPU memory another app (DWM being one possibility) could have issued request for hundreds of MBs of memory. The only proper way to do things right is create resources and see if they fail, and (to maintain interactive performance if needed) watch GPU performance counters or use timer queries (GL).   