{"id":29960,"date":"2019-10-31T21:32:53","date_gmt":"2019-10-31T18:32:53","guid":{"rendered":"https:\/\/prohoster.info\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading\/"},"modified":"2019-10-31T21:32:53","modified_gmt":"2019-10-31T18:32:53","slug":"v-directx-12-dobavlena-podderzhka-variable-rate-shading","status":"publish","type":"post","link":"https:\/\/prohoster.info\/et\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading","title":{"rendered":"DirectX 12-s on lisandunud Variable Rate Shading tugi","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>M\u00e4ngu- ja tarkvaraarenduse peamine eesm\u00e4rk on optimeerimine ilma kvaliteedis oluliste kaotusteta. Selle tulemusena on v\u00e4lja t\u00f6\u00f6tatud hulk koodekeid audio ja video jaoks, mis tagavad tihendamise, s\u00e4ilitades samas vastuv\u00f5etavad n\u00e4itajad. N\u00fc\u00fcd on Microsoft esitanud sarnase lahenduse m\u00e4ngude jaoks.<\/p>\n<p><img decoding=\"async\" alt=\"DirectX 12-s on lisandunud Variable Rate Shading tugi\" src=\"\/wp-content\/uploads\/2019\/03\/918555a358f58256dd2c6c532bb33834.png\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>Game Developers Conference 2019 \u00fcritusel kuulutas Redmondi ettev\u00f5te v\u00e4lja Variable Rate Shading tehnoloogia, mis kuulub DirectX 12 API-sse. See tehnoloogia on funktsionaalne analoog NVIDIA Adaptive Shadingule ja on loodud GPU ressursside s\u00e4\u00e4stmiseks. See v\u00e4hendab koormust perifeersete objektide ja alade arvutamisel. Samuti v\u00f5imaldab tehnoloogia suurendada detaili seal, kus see on vajalik.<\/p>\n<p>Tulemuseks on see, et tehnoloogia suurendab m\u00e4ngus j\u00f5udlust ilma m\u00e4rkimisv\u00e4\u00e4rse pildikvaliteedi kadumiseta. Esitluse k\u00e4igus n\u00e4itas ettev\u00f5te tehnoloogia t\u00f6\u00f6d m\u00e4ngus Civilization VI. Nagu m\u00e4rgitud, oli kaadrisagedus vasakus osas 14 % k\u00f5rgem kui paremas, s\u00e4ilitades sama kvaliteedi.<\/p>\n<p>Hulgast ettev\u00f5tetest, sealhulgas Turn 10 Studios, Ubisoft, Massive Entertainment, 343 Industries, Stardock, IO Interactive, Activision ja Epic Games, on juba teatatud, et nad rakendavad oma projektides Variable Rate Shading'i. Samuti teatasid Redmondis, et tehnoloogiat toetavad NVIDIA kaardid Turingi arhitektuuriga ning tulevane Intel Gen11 perede seeria. Samuti pole v\u00e4listatud, et VRS-i toetavad tulevased Intel'i diskreetkaardid, kuigi seda pole ametlikult \u00f6eldud. Varem levisid kuulujutud, et tehnoloogiat toetavad Navi generatsiooni GPU-d ja j\u00e4rgmise p\u00f5lvkonna m\u00e4ngukonsoolid.<\/p>\n<p><center><\/center><\/p>\n<p>Tulemusena v\u00f5imaldab tehnoloogia luua graafiliselt kvaliteetsemaid m\u00e4nge, millel on suhteliselt madalad n\u00f5udmised graafikakaardile.<\/p>\n<p><center><\/p>\n<p><\/center><\/p>\n<p>\t\t\t\t<center><br \/>\n\t\t\t\t\t\t\t\t<\/center><br \/>\n<br \/>Allikas: <a content=\"nofollow\" rel=\"nofollow\" href=\"http:\/\/www.3dnews.ru\/984440\">3dnews.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u0434\u043d\u043e\u0439 \u0438\u0437 \u0433\u043b\u0430\u0432\u043d\u044b\u0445 \u0437\u0430\u0434\u0430\u0447 \u0438\u0433\u0440\u043e\u0441\u0442\u0440\u043e\u044f \u0438 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0432 \u0446\u0435\u043b\u043e\u043c \u044f\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u044f \u0431\u0435\u0437 \u0441\u0443\u0449\u0435\u0441\u0442\u0432\u0435\u043d\u043d\u043e\u0439 \u043f\u043e\u0442\u0435\u0440\u0438 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0430. \u041f\u043e\u0442\u043e\u043c\u0443 \u0432 \u0441\u0432\u043e\u0451 \u0432\u0440\u0435\u043c\u044f \u043f\u043e\u044f\u0432\u0438\u043b\u0430\u0441\u044c \u043a\u0443\u0447\u0430 \u043a\u043e\u0434\u0435\u043a\u043e\u0432 \u0434\u043b\u044f \u0430\u0443\u0434\u0438\u043e \u0438 \u0432\u0438\u0434\u0435\u043e, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043e\u0431\u0435\u0441\u043f\u0435\u0447\u0438\u0432\u0430\u043b\u0438 \u0441\u0436\u0430\u0442\u0438\u0435, \u0441\u043e\u0445\u0440\u0430\u043d\u044f\u044f \u043f\u0440\u0438\u0435\u043c\u043b\u0435\u043c\u044b\u0435 \u043f\u043e\u043a\u0430\u0437\u0430\u0442\u0435\u043b\u0438. \u0410 \u0442\u0435\u043f\u0435\u0440\u044c \u043a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Microsoft \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u0441\u0432\u043e\u0451 \u0440\u0435\u0448\u0435\u043d\u0438\u0435 \u0430\u043d\u0430\u043b\u043e\u0433\u0438\u0447\u043d\u043e\u0433\u043e \u0445\u0430\u0440\u0430\u043a\u0442\u0435\u0440\u0430 \u0434\u043b\u044f \u0438\u0433\u0440. \u041d\u0430 \u043c\u0435\u0440\u043e\u043f\u0440\u0438\u044f\u0442\u0438\u0438 Game Developers Conference 2019 \u043a\u043e\u0440\u043f\u043e\u0440\u0430\u0446\u0438\u044f \u0438\u0437 \u0420\u0435\u0434\u043c\u043e\u043d\u0434\u0430 \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-29960","post","type-post","status-publish","format-standard","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041e\u0434\u043d\u043e\u0439 \u0438\u0437 \u0433\u043b\u0430\u0432\u043d\u044b\u0445 \u0437\u0430\u0434\u0430\u0447 \u0438\u0433\u0440\u043e\u0441\u0442\u0440\u043e\u044f \u0438 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0432 \u0446\u0435\u043b\u043e\u043c \u044f\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u044f \u0431\u0435\u0437 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N\u00fc\u00fcd on Microsoft k\u00e4ivitanud sarnase lahenduse m\u00e4ngude jaoks. 2019. aasta m\u00e4ngude arendajate konverentsil teatas Redmondi ettev\u00f5te oma rakendamisest.","canonical_url":"https:\/\/prohoster.info\/et\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"et_EE","og:site_name":"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b","og:type":"article","og:title":"\ud83e\udd47\u0412 DirectX 12 \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 Variable Rate Shading | 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