Memory & budgets

What eats GPU and system memory in DNA, what the pressure badges mean, and how the app keeps itself alive when memory runs low.

DNA runs in real time, which means it keeps a lot of data ready on your graphics card and in system RAM. Most of the time you never think about it — but when a graph gets heavy, knowing what's expensive (and what the badges are telling you) helps you keep things smooth.

What uses memory

A few things dominate your memory footprint, and they're worth recognising on sight:

DNA tracks all of this for you. Every large piece of data is grouped by what it is (textures, volumes, meshes, simulation state, splats, and so on) and counted against a budget, so the app always knows its own footprint.

The biggest single lever is usually resolution. Before you optimise anything clever, try dropping a Volume's grid resolution or a render's output size — the savings are dramatic and often invisible in the final look.

Budgets and the pressure badges

DNA sizes its GPU budget automatically from the memory your graphics card reports, and its system memory budget from a fraction of your RAM. You don't set these by hand.

The Performance panel shows live usage broken down by category, with a pressure badge that reflects how full things are overall:

A badge ticking into Warning during normal work is fine — it just means the app is managing memory, which is its job. A badge sitting at Critical is your cue to lighten the graph.

What happens under pressure

When memory fills up, DNA never just crashes out. It frees space gracefully, in order:

  1. Clears the oldest reusable data first. Within whatever's under pressure — say textures — it drops the least-recently-used items, since those are the cheapest to regenerate later.

  2. Borrows from elsewhere. If clearing one category isn't enough, it frees from others too.

  3. Reports cleanly if it still can't fit. On big known allocations like an export frame, DNA gives you a clear out-of-memory message instead of dying mid-render.

Your operating system also gets a say. DNA listens for the OS's own "memory is low" signals and proactively sheds caches when the whole machine is under strain — so DNA stays a good citizen alongside your other apps.

Anything DNA evicts is something it can rebuild — cached cooks, recycled render targets, parsed files. Your actual project data is never thrown away. The worst you'll notice is a brief re-cook when you next touch an evicted result.

The Web Player runs in a browser tab and can't see the operating system's low-memory signals, so it won't proactively shed caches the way the desktop app does. Keep web exports lean — modest resolutions and collection sizes — to stay within the browser's tighter limits.

When you're tight on memory

If a badge is pinned at Critical or you're hitting out-of-memory errors:

See also