ืžื ื”ืœ ื”ืชืงืŸ NVIDIA Game Ready ืขื ืชืžื™ื›ื” ื‘-VRSS anti-aliasing ืขื‘ื•ืจ VR ื•ื—ื™ื“ื•ืฉื™ื ืื—ืจื™ื

NVIDIA ื”ืฉื™ืงื” ื“ืจื™ื™ื‘ืจ ื—ื“ืฉ ืœืžืฉื—ืง ืžื•ื›ืŸ ื‘-CES 2020 ื‘ืœืืก ื•ื’ืืก, ื”ื›ื•ืœืœ ืชื›ื•ื ื•ืช ื—ื“ืฉื•ืช ืฉื ื•ืขื“ื• ืœืฉืคืจ ืืช ื—ื•ื•ื™ื•ืช ื”ืžืฉื—ืงื™ื ื•ื”ืžืฆื™ืื•ืช ื”ืžื“ื•ืžื”.

ืžื ื”ืœ ื”ืชืงืŸ NVIDIA Game Ready ืขื ืชืžื™ื›ื” ื‘-VRSS anti-aliasing ืขื‘ื•ืจ VR ื•ื—ื™ื“ื•ืฉื™ื ืื—ืจื™ื

ื˜ื›ื ื™ืงืช ืื ื˜ื™-aliasing ื—ื“ืฉื” ื”ืžื‘ื•ืกืกืช ืขืœ Variable Rate Super Sampling (VRSS) ื ื•ืขื“ื” ืœืฉืคืจ ืืช ืื™ื›ื•ืช ื”ืชืžื•ื ื” ื‘ืžืจื›ื– ื”ืคืจื™ื™ื, ืฉื ื”ืžืฉืชืžืฉ ื‘ื“ืจืš ื›ืœืœ ืžืกืชื›ืœ ื‘ืงืกื“ืช ืžืฆื™ืื•ืช ืžื“ื•ืžื”. VRSS ื‘ื ื•ื™ ืขืœ ื˜ื›ื ื•ืœื•ื’ื™ื™ืช Variable Rate Shading, ืฉื”ื™ื ืื—ื“ ื”ื”ื™ืฉื’ื™ื ื”ืžืจื›ื–ื™ื™ื ืฉืœ ืืจื›ื™ื˜ืงื˜ื•ืจืช Turing. ื”ืื—ืจื•ืŸ ืžืกื™ืจ ืืช ื”ืชืœื•ืช ื”ื™ืฉื™ืจื” ืฉืœ ืžื”ื™ืจื•ืช ื”ื”ืฆืœืœื” ื‘ืจื–ื•ืœื•ืฆื™ื” ื•ื™ื›ื•ืœ ืœืฉื ื•ืช ืืช ืื™ื›ื•ืช ื”ืชืžื•ื ื” ื‘ืื–ื•ืจื™ื ืฉื•ื ื™ื ืฉืœ ื”ืžืกื’ืจืช.

VRSS ืžื™ื™ืฉืžืช ื“ื’ื™ืžืช ื™ืชืจ ืฉืœ ื“ื’ื™ืžืช ื™ืชืจ ื”ืžื‘ื•ืกืกืช ืขืœ Fixed Foveated Rendering ื‘ืื–ื•ืจื™ื ื”ืžืจื›ื–ื™ื™ื ืฉืœ ื”ืžืกื’ืจืช, ื›ืืฉืจ ื ื™ืชืŸ ืœืฉืคืจ ืืช ืื™ื›ื•ืช ื”ืชืžื•ื ื” ื‘ืืžืฆืขื•ืช ื”ืฆืœืœื” ื‘ืงืฆื‘ ืžืฉืชื ื” ืชื•ืš ื—ื™ืกื›ื•ืŸ ื‘ืžืฉืื‘ื™ื ื‘ืื–ื•ืจื™ ืจืื™ื™ื” ื”ื™ืงืคื™ืช.

ื”ื“ืจื™ื™ื‘ืจ ืžื‘ื™ื ื’ื ืขื“ื›ื•ืŸ ืœืžืกื ืŸ ื—ื™ื“ื•ื“ ื”ืชืžื•ื ื”, ื”ืžืืคืฉืจ ืœืš ืœืืคืฉืจ ื”ืขืœืืช ืงื ื” ืžื™ื“ื” ืฉืœ ื›ืจื˜ื™ืก ื’ืจืคื™ ืœืœื ื—ื™ื“ื•ื“ ืชืžื•ื ื” ื•ืชืžื™ื›ื” ื‘ืจื–ื•ืœื•ืฆื™ื•ืช ืžื•ืชืืžื•ืช ืื™ืฉื™ืช.

ื”ื’ื“ืจื” ื—ื“ืฉื” ื ื•ืกืคืช ื‘ืœื•ื— ื”ื‘ืงืจื” ืฉืœ NVIDIA ืžืืคืฉืจืช ืœืš ืœื”ื’ื“ื™ืจ ืžื’ื‘ืœืช ืงืฆื‘ ืคืจื™ื™ืžื™ื ืขืœื™ื•ืŸ ื•ื ื•ืขื“ื” ืœื”ืคื—ื™ืช ืืช ืฆืจื™ื›ืช ื”ื—ืฉืžืœ ื•ืœื”ืื™ืฅ ืืช ืชื’ื•ื‘ืช ื”ืžืขืจื›ืช. ื•ื”ืžืกื ืŸ ื”ื—ื“ืฉ ืฉืœ Freestyle ืขื ืžืกืš ืžืคื•ืฆืœ ืžืืคืฉืจ ืœืš ืœื”ืฆื™ื’ ืฆื™ืœื•ืžื™ ืžืกืš ืื• ืกืจื˜ื•ื ื™ื ื–ื” ืœืฆื“ ื–ื” ืื• ื‘ืืžืฆืขื•ืช ืฉื›ื‘ืช-ืขืœ.

ืฉืžื•ื ื” ืžืกื›ื™ื ืชื•ืืžื™ G-Sync ื ื•ืกืคื• ืœื’ืจืกื” ื”ื—ื“ืฉื”. ืขื ืฉืชื™ื ืขืฉืจื” ื˜ืœื•ื•ื™ื–ื™ื•ืช ื”-OLED ื”ื—ื“ืฉื•ืช ืฉ-LG ืืžื•ืจื” ืœื—ืฉื•ืฃ ื‘-CES, ืžืกืคืจ ื”ืžืกื›ื™ื ื”ืžื•ืกืžื›ื™ื ืœ-G-Sync ื™ื’ื™ืข ืœ-90. ืืช ืจืฉื™ืžืช ื”ืžื›ืฉื™ืจื™ื ื”ืขื“ื›ื ื™ืช ื‘ื™ื•ืชืจ ื ื™ืชืŸ ืœืžืฆื•ื ื‘ื›ืชื•ื‘ืช ื”ืืชืจ ื”ืจืฉืžื™.

ืืชื” ื™ื›ื•ืœ ืœื”ื•ืจื™ื“ ืืช ื”ื“ืจื™ื™ื‘ืจ ื”ื—ื“ืฉ ืž ืืชืจ ื”ื—ื‘ืจื” ืื• ื“ืจืš ืคืื ืœ GeForce Experience. ื›ืœ ื”ืžื”ื“ื•ืจื•ืช ืฉืœ NVIDIA Game Ready ืžืื•ืฉืจื•ืช ืฉืœ Microsoft WHQL.



ืžืงื•ืจ: 3dnews.ru

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