{"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\/no\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading","title":{"rendered":"DirectX 12 har f\u00e5tt st\u00f8tte for Variable Rate Shading","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>En av hovedoppgavene innen spillutvikling og programmering generelt er optimalisering uten betydelig kvalitetsforringelse. Derfor dukket det opp en rekke kodeker for lyd og video som muliggjorde komprimering samtidig som akseptable standarder ble opprettholdt. N\u00e5 har Microsoft presentert sin egen l\u00f8sning av lignende art for spill.<\/p>\n<p><img decoding=\"async\" alt=\"DirectX 12 har f\u00e5tt st\u00f8tte for Variable Rate Shading\" src=\"\/wp-content\/uploads\/2019\/03\/918555a358f58256dd2c6c532bb33834.png\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>Under Game Developers Conference 2019 kunngjorde selskapet fra Redmond implementeringen av teknologien Variable Rate Shading, som er en del av API-en DirectX 12. Denne teknologien er en funksjonell analog til NVIDIA Adaptive Shading og er designet for \u00e5 spare videokortressurser. Dette gj\u00f8r det mulig \u00e5 redusere belastningen ved beregning av perifere objekter og omr\u00e5der. Samtidig gj\u00f8r teknologien det mulig \u00e5 \u00f8ke detaljniv\u00e5et der det er n\u00f8dvendig.<\/p>\n<p>Som et resultat forbedrer denne teknologien ytelsen i spillet uten merkbar tap av bildekvalitet. Under presentasjonen viste selskapet hvordan teknologien fungerte i spillet Civilization VI. Det ble bemerket at bildefrekvensen i venstre del av bildet var 14 % h\u00f8yere enn i h\u00f8yre del med samme kvalitet.<\/p>\n<p>En rekke selskaper, inkludert Turn 10 Studios, Ubisoft, Massive Entertainment, 343 Industries, Stardock, IO Interactive, Activision og Epic Games, har allerede bekreftet at de vil implementere Variable Rate Shading i sine prosjekter. Samtidig har det blitt bekreftet fra Redmond at teknologien st\u00f8ttes av NVIDIA-kort p\u00e5 Turing-arkitekturen og fremtidige Intel Gen11-familier. Det er ogs\u00e5 mulig at VRS vil bli st\u00f8ttet av fremtidige diskrete Intel-kort, selv om det ikke har blitt sagt noe eksplisitt om dette. Tidligere har det blitt ryktet om st\u00f8tte for teknologien i Navi-generasjonen GPU-er og neste generasjons spillkonsoller.<\/p>\n<p><center><\/center><\/p>\n<p>Som et resultat vil teknologien muliggj\u00f8re utvikling av grafisk mer kvalitetsfokuserte spill med relativt lave krav til videokort.<\/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 \/>Kilde: <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 5.0.5 - 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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