{"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\/ro\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading","title":{"rendered":"\u00cen DirectX 12 a fost ad\u0103ugat\u0103 suport pentru Variable Rate Shading","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Una dintre principalele provoc\u0103ri \u00een dezvoltarea jocurilor \u0219i programare \u00een general este optimizarea f\u0103r\u0103 o pierdere semnificativ\u0103 a calit\u0103\u021bii. De aceea, \u00een timp, au ap\u0103rut o multitudine de codecuri pentru audio \u0219i video care asigurau compresia, p\u0103str\u00e2nd indicatori acceptabili. Acum, compania Microsoft a prezentat propria solu\u021bie similar\u0103 pentru jocuri.<\/p>\n<p><img decoding=\"async\" alt=\"\u00cen DirectX 12 a fost ad\u0103ugat\u0103 suport pentru Variable Rate Shading\" src=\"\/wp-content\/uploads\/2019\/03\/918555a358f58256dd2c6c532bb33834.png\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>La evenimentul Game Developers Conference 2019, corpora\u021bia din Redmond a anun\u021bat implementarea tehnologiei Variable Rate Shading, care face parte din API-ul DirectX 12. Aceast\u0103 tehnologie este un analog func\u021bional al NVIDIA Adaptive Shading \u0219i este destinat\u0103 economisirii resurselor pl\u0103cii video. Aceasta permite reducerea sarcinii \u00een timpul proces\u0103rii obiectelor periferice \u0219i zonelor. \u00cen acela\u0219i timp, tehnologia permite cre\u0219terea detaliilor acolo unde este necesar.<\/p>\n<p>\u00cen consecin\u021b\u0103, aceast\u0103 tehnologie \u00eembun\u0103t\u0103\u021be\u0219te performan\u021ba \u00een joc f\u0103r\u0103 o pierdere vizibil\u0103 a calit\u0103\u021bii imaginii. \u00cen timpul prezent\u0103rii, compania a ar\u0103tat func\u021bionarea tehnologiei \u00een jocul Civilization VI. A\u0219a cum s-a observat, frecven\u021ba cadrelor \u00een partea st\u00e2ng\u0103 a imaginii a fost cu 14% mai mare dec\u00e2t \u00een cea dreapt\u0103, av\u00e2nd aceea\u0219i calitate.<\/p>\n<p>O serie de companii, inclusiv Turn 10 Studios, Ubisoft, Massive Entertainment, 343 Industries, Stardock, IO Interactive, Activision \u0219i Epic Games, au declarat deja c\u0103 vor implementa Variable Rate Shading \u00een proiectele lor. De asemenea, \u00een Redmond s-a anun\u021bat c\u0103 tehnologia este compatibil\u0103 cu pl\u0103cile NVIDIA pe arhitectura Turing \u0219i viitoarea familie Intel Gen11. Exist\u0103 \u0219anse ca VRS s\u0103 fie sus\u021binut\u0103 \u0219i de viitoarele pl\u0103ci grafice discrete Intel, de\u0219i nu s-a spus acesta \u00een mod explicit p\u00e2n\u0103 acum. Anterior, au ap\u0103rut zvonuri despre suportul tehnologiei \u00een GPU-urile genera\u021biei Navi \u0219i \u00een consolele next-gen de jocuri.<\/p>\n<p><center><\/center><\/p>\n<p>\u00cen consecin\u021b\u0103, tehnologia va permite crearea de jocuri de o calitate grafic\u0103 mai bun\u0103 cu cerin\u021be relativ sc\u0103zute pentru placa video.<\/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 \/>Sursa: <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 5.0.2.1 - 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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