Hi there,
I’m working on a project which will send remote clients desktop back to the server via ndi. So safe some performance and bandwidth I’m taking a screenshot e.g.twice a second. Grabbing the screen with just the “pulse” function and disabled “Active” results in a heavy memory leak:
Have you had any crashes occur due to this? I can reproduce this easily and see the memory grow until my GPU mem is full, but then it stops. I can then go and create a bunch of huge TOPs and they all work fine.
I think this is actually either a lazy cleanup occurring in the Windows capture subsystem, or possibly just an error with the memory reporting. I’ve seen this before with some of the DirectX/Vulkan interop workflows, which the screengrab makes use of.