Ski-lleR a écrit: |
funkydata a écrit: | Je n'ai pas compris la techno comme ça. Je crois plus que c'est un moyen d'accélérer les transferts en s'affranchissant de certaines contraintes comme la taille maximale des paquets ou, encore mieux, que le CPU puisse adresser directement la VRAM sans avoir à passer par la mémoire centrale. Souvent cette étape ne sert à rien mais on a pas le choix pour l'heure.
Le gain serait de 5 à 6% avec, j'imagine, des exceptions ou tu ne gagnes rien et d'autres ou tu gagnes un peu plus. Le rage mode ce serait de 1 à 3 %. Donc ça donne idée des perfs sans ces deux technos. |
Un extrais d'un article sur anandtech :
Citation: | ...the company has told me that the tech adjusts how data is transferred between the GPU and the CPU by giving the CPU direct access to the full 16GB of the GPU’s VRAM, avoiding the usual 256MB aperature limitation between CPUs and PCIe devices. The net result is that Smart Access Memory will be able to reduce memory fragmentation within the VRAM pool, which will improve performance. |
Et concernant la réponse au DLSS :
Citation: | Intended to be AMD’s answer to NVIDIA’s DLSS technology, Super Resolution is a similar intelligent upscaling technique that is designed to upscale lower resolution images to higher resolutions while retaining much of their sharpness and clarity. Like DLSS, don’t expect the resulting faux-detailed images to completely match the quality of a native, full-resolution image. However as DLSS has proven, a good upscaling solution can provide a reasonable middle ground in terms of performance and image quality.
As things currently stand super Resolution is still under development, so it won’t be available to game developers (or gamers) at the time of the RX 6000 series launch. But once it is, like AMD’s other FidelityFX graphics libraries, it will be released as an open source project on GPUOpen, and AMD is explicitly noting that it’s being designed as a cross-platform solution. Game devs will also be happy to hear that AMD is aiming to make it easier to implement across games than DLSS, which would make the tech more accessible and able to be implemented into a larger number of games. | |