In response to post #8428486. #8428658, #8429039, #8430723, #8430824 are all replies on the same post.
Not sure how you figure that textures are "getting bigger" in VRAM VRAM is the first holding area, and it passes a certain proportion of info off to RAM at any given moment. Thus begins the complex dance of memory management between the process and the OS. Read through the thread taht torm linked in his post above. It is explained much better by MontyMM and stoppingby4now.
There is no talk about unlimited VRAM/RAM in this discussion. The fact is that VRAM is mirrored into RAM, and that as one approaches 2 GB VRAM in the working set, the game will more likely crash due to the memory cap.
Since VRAM contains the most recently-used information, some proportion of this information is very likely to be needed again. Apparently, it has been reported that this figure may be 1 - 430/500 or 14% (approx) ... or think of it as effectively 86% (approx) of VRAM tends to be mirrored into RAM (since some proportion of it is still being used in near real time at any given moment).
The point is that there is an insurmountable cap to the number and quality of (mostly) textures that one can dump into any TES game, and this appears to be the 4GB process cap ... and it is something approaching 3GB on a 32-bit system, which is probably why the "crash limit" for some is more around 2.5GB (since the working set is divided 3:1, process:system in 32 bit, and some proportion of memory is just not getting reported for various reasons that I am not fluent about).



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