Each draw for item in gui atlas will acquire a pair of staging buffer and vertex buffer, with 256kb minimum size for each. If there is too much item to draw on atlas, the game will acquire tons of staging buffer and vertex buffer, eating lots of video memory. With 81 unique enchanted items (54 in chest, 27 in inventory) that need to be drawn in every frame, we can see significant vram increase when open the chest.
Those draw can share the same staging and vertex buffer, and there might be even no need to use staging buffer at all when drawing item to item in gui atlas as we do not need upload data to multiple gpu buffers here.
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After consideration, the issue is being closed as Won't Fix.
Please note that this is not the same as Working as Intended, as this bug report correctly describes behavior in the game that might not be the intended or desirable behavior, but it will not be fixed right now. Sometimes, this is because the issue reported is minor and/or impossible to change without large architectural changes to the code base.
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