{"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 on lisanud tuge Variable Rate Shadingule","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00dcheks peamiseks m\u00e4ngut\u00f6\u00f6stuse ja programmeerimise \u00fclesanne on optimeerimine ilma olulise kvaliteedi kadumiseta. Seet\u00f5ttu on aja jooksul loodud mitmeid koodekeid heli ja video jaoks, mis tagavad kokkusurumise, s\u00e4ilitades vastuv\u00f5etavad n\u00e4itajad. N\u00fc\u00fcd on Microsoft esitanud oma lahenduse sarnase iseloomuga m\u00e4ngude jaoks.<\/p>\n<p><img decoding=\"async\" alt=\"DirectX 12 on lisanud tuge Variable Rate Shadingule\" src=\"\/wp-content\/uploads\/2019\/03\/918555a358f58256dd2c6c532bb33834.png\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>2019. aasta m\u00e4ngude arendajate konverentsil teatas Redmondi ettev\u00f5te tehnoloogia Variable Rate Shading rakendamisest, mis kuulub API-sse DirectX 12. See tehnoloogia on funktsionaalne analoog NVIDIA Adaptive Shadingile ja on m\u00f5eldud graafikakaardi ressursside s\u00e4\u00e4stmiseks. See v\u00f5imaldab v\u00e4hendada koormust perifeersete objektide ja alade arvestamisel. Samuti v\u00f5imaldab see tehnoloogia suurendada detailide taset seal, kus see on vajalik.<\/p>\n<p>Tulemusena suurendab see tehnoloogia m\u00e4ngu j\u00f5udlust ilma m\u00e4rgatava pildikvaliteedi kadumiseta. Ettekande k\u00e4igus n\u00e4itas ettev\u00f5te tehnoloogia toimimist m\u00e4ngus Civilization VI. Nagu on m\u00e4rgitud, oli vasakul poolel pildis kaadrisagedus 14% k\u00f5rgem kui paremal poolel samal kvaliteedil.<\/p>\n<p>Mitmed ettev\u00f5tted, sealhulgas Turn 10 Studios, Ubisoft, Massive Entertainment, 343 Industries, Stardock, IO Interactive, Activision ja Epic Games, on juba teatanud, et nad rakendavad oma projektides Variable Rate Shadingut. Samuti on Redmondis kinnitatud, et tehnoloogiat toetavad NVIDIA Turingi arhitektuuriga kaardid ja tulevased Intel Gen11 perekonna tooted. Samuti ei ole v\u00e4listatud, et VRS-i toetavad tulevased Intel'i diskreetkaardid, kuigi sellest pole selgelt r\u00e4\u00e4gitud. Varem on olnud kuulujutte tehnoloogia toetamisest Navi p\u00f5lvkonna GPU-de ja j\u00e4rgmise generatsiooni m\u00e4ngukonsoolide puhul.<\/p>\n<p><center><\/center><\/p>\n<p>Tulemusena v\u00f5imaldab tehnoloogia luua graafiliselt kvaliteetseid m\u00e4nge suhteliselt madalate n\u00f5udmistega 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 5.0.1.1 - 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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