http://bugs.winehq.org/show_bug.cgi?id=21515
--- Comment #103 from Stefan Dösinger stefandoesinger@gmx.at 2010-03-03 14:02:35 ---
That probably significantly affects performance since the application likely wouldn't attempt to load textures and 3D data into video memory as a result, causing them to be loaded more slowly from main memory instead.
Reporting too little video memory is unlikely to impact performance negatively since the location of the texture is entirely up to opengl. We don't claim support for texturing from system memory(since windows drivers can't do that either), and even if we did opengl would still do optimizations behind our back.
What it usually does is make the app tell you that you have to get a better video card because it *thinks* it can't run. Or the app might cut back graphics quality.
The only case where a wrong vidmem value negatively affected performance was when we reported too much vidmem. The app tried to use more textures than the card could hold, resulting in constant purging and reloading textures by the driver.