Hmmm. Again, virtualised textures should need negligible RAM for pixel-perfect textures. There shouldn't even be higher quality texture options on more VRAM as you have one texel per pixel. The limiting factor should only be streaming speed and need to cache more because the persistent storage can't keep up.
This is likely why the PC hasn't got a lower texture quality option, because the textures are fixed at the density in the game file. You can't stream the assets at a lower fidelity and you'd gain nothing from doing so anyway. They must be authored at a lower quality. I can only assume the tile cache is limited on 8GBs total RAM and XBSS needs a lower fidelity texture atlas, but that means the tile refreshing vastly exceeds the transfer speed and latency of the SSD. Perhaps there are more bottlenecks with streaming assets than the original calculations predicted?
Wish Sebbbi was here to impact wisdom.
You can get the IDTech engine to scale down to work on a potato, although it obviously looks real ugly.
Most of what I've been posting in the dedicated thread for the game here I took by reading previous peoples' attempts to get Doom (2016) and Doom Eternal running on GPUs with 2GB or 4GB of VRAM, and even intel iGPUs and then... doing the opposite.
It's a game but it looks better at being a movie than the last two movies. I'll enjoy it for sure.
forum.beyond3d.com
You can make the cvar changes in the config file to get them to apply before the game even starts, so it doesn't crash when it runs out of VRAM. By comparing which cvars get changed as you dial the quality down from high to medium to low, you can get a sense of which ones you can scale down even lower, as needed.
The shadow map atlas takes up an enormous chunk of VRAM on its own, and you can reduce it essentially as low as you want, or even turn them off entirely.
Not all of the Doom Eternal cvars exist in Indiana Jones, but enough to definitely scale it down some more than what's exposed in the menu settings, and I wouldn't be surprised if modders found a way to change the ones that aren't exposed in the console at the moment. Doom Eternal also had a bunch of them 'locked' by default and had to be enabled via cheat engine or injectors.
As for title this has been tested with a gtx750 2gb Vram. The guide will allow you to play at full 60 fps with this card, i'll try to explain every function so you can experiment and try what is best suitable for your card. 1)Important: run the game and set Shadows and Virtual texture Paging...
steamcommunity.com
I managed to get it to fit within 6GB VRAM after about 15 minutes of tweaking, although it sure is ugly without shadows and with PS2 quality textures.
Curiously, there's also a cvar to adjust memory over-allocation behaviour, that set by default to "1" and only applies to AMD cards. Would be interesting to see how and if it helped on a 2060 6GB.
r_enableMemoryOverallocationBehavior "1" (1 is default)
0: Disable
1: Enable on AMD
2: Enable everywhere