{"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\/pl\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading","title":{"rendered":"W DirectX 12 dodano wsparcie dla Variable Rate Shading","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Jednym z g\u0142\u00f3wnych zada\u0144 w bran\u017cy gier i programowaniu og\u00f3lnie jest optymalizacja bez znacz\u0105cej utraty jako\u015bci. Dlatego w przesz\u0142o\u015bci powsta\u0142a ca\u0142a gama kodek\u00f3w dla audio i wideo, kt\u00f3re zapewnia\u0142y kompresj\u0119, zachowuj\u0105c akceptowalne parametry. Teraz firma Microsoft zaprezentowa\u0142a swoje rozwi\u0105zanie o podobnym charakterze dla gier.<\/p>\n<p><img decoding=\"async\" alt=\"W DirectX 12 dodano wsparcie dla Variable Rate Shading\" src=\"\/wp-content\/uploads\/2019\/03\/918555a358f58256dd2c6c532bb33834.png\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>Na wydarzeniu Game Developers Conference 2019 firma z Redmond og\u0142osi\u0142a wdro\u017cenie technologii Variable Rate Shading, kt\u00f3ra jest cz\u0119\u015bci\u0105 API DirectX 12. Technologia ta jest funkcjonalnym odpowiednikiem NVIDIA Adaptive Shading i ma na celu oszcz\u0119dno\u015b\u0107 zasob\u00f3w karty graficznej. Dzi\u0119ki temu mo\u017cna zmniejszy\u0107 obci\u0105\u017cenie podczas oblicze\u0144 obiekt\u00f3w peryferyjnych i stref. Technologia pozwala jednocze\u015bnie zwi\u0119ksza\u0107 szczeg\u00f3\u0142owo\u015b\u0107 w miejscach, gdzie jest to konieczne.<\/p>\n<p>W rezultacie technologia zwi\u0119ksza wydajno\u015b\u0107 w grze bez zauwa\u017calnej utraty jako\u015bci obrazu. Podczas prezentacji firma pokaza\u0142a dzia\u0142anie technologii w grze Civilization VI. Jak zauwa\u017cono, liczba klatek na sekund\u0119 po lewej stronie obrazu by\u0142a o 14% wy\u017csza ni\u017c po prawej przy identycznej jako\u015bci.<\/p>\n<p>Wiele firm, w tym Turn 10 Studios, Ubisoft, Massive Entertainment, 343 Industries, Stardock, IO Interactive, Activision i Epic Games, ju\u017c zadeklarowa\u0142o, \u017ce wdro\u017cy Variable Rate Shading w swoich projektach. W Redmond og\u0142oszono, \u017ce technologia jest wspierana przez karty NVIDIA na architekturze Turing oraz przysz\u0142e rodziny Intel Gen11. Nie mo\u017cna wykluczy\u0107, \u017ce VRS b\u0119d\u0105 wspiera\u0107 r\u00f3wnie\u017c przysz\u0142e dyskretne karty Intel, chocia\u017c na razie nie by\u0142o oficjalnych informacji. Wcze\u015bniej pojawia\u0142y si\u0119 plotki o wsparciu technologii w procesorach graficznych generacji Navi oraz w next-genowych konsolach do gier.<\/p>\n<p><center><\/center><\/p>\n<p>W rezultacie technologia pozwoli na tworzenie gier o wy\u017cszej jako\u015bci graficznej z relatywnie niskimi wymaganiami wobec karty graficznej.<\/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 \/>\u0179r\u00f3d\u0142o: <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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