I know about DXGI_ADAPTER_DESC, but in 32-bit builds Direct3D’s SIZE_T type is 4 bytes long, so I’m getting 3GB instead of 11.
Is there a way to get the correct value even in a 32 bit build?
P.S. I need the value to calculate upper size for a large 2D texture array. While it’s not likely for a user to have 32-bit Windows with 11GB VRAM GPU, it’s quite possible to have 4GB VRAM with a 32-bit OS, e.g. as a result of upgrade. And I don’t want to limit my array to 0 in this case.
AdapterRamfrom WMI might be what you're after