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No es tan sencillo. Las API gráficas modernas, los controladores y los sistemas operativos gestionan la memoria de vídeo mediante presupuestos, residencia y múltiples agrupaciones de memoria. Un número alto de asignación o uso puede ser normal, mientras que un número más bajo aún puede ocultar un problema real de presión de memoria.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>El uso de VRAM no es lo mismo que el requisito de VRAM.\u003C\u002Fstrong> Lo que importa es si el juego puede mantener los recursos que necesita residentes dentro del presupuesto de memoria disponible sin desalojos repetidos, paginación u otras pausas. Un gráfico de VRAM casi lleno puede ser saludable; una residencia inestable bajo presión puede producir tirones incluso antes de que un simple contador alcance la capacidad anunciada de la tarjeta.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">El modelo utilizado en este artículo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La Escalera de Presión de VRAM y la Prueba de Estabilidad de Residencia a continuación son modelos de diagnóstico prácticos de Figure Rocks. No son terminología formal de Microsoft o NVIDIA.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Tres números que a menudo se confunden: capacidad, presupuesto y uso\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">La memoria asignada no es automáticamente memoria sin la que el juego no puede vivir\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-14\" class=\"editorjs-toc__link\">Qué significa realmente la residencia\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-18\" class=\"editorjs-toc__link\">La Escalera de Presión de VRAM\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Por qué las texturas son la primera configuración que la gente culpa\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">La VRAM dedicada y la memoria del sistema son grupos diferentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">La memoria GPU compartida no convierte una tarjeta de 8 GB en una de 24 GB\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Por qué un juego puede dar tirones antes de que la VRAM marque 100%\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Por qué un uso reportado del 100% aún puede ser fluido\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">La prueba de estabilidad de residencia\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">La correlación del tiempo de fotograma importa más que el número máximo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">La presión de memoria y la transmisión de recursos pueden parecer similares\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Por qué reducir las texturas puede solucionar el tartamudeo sin aumentar mucho los FPS promedio\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Una matriz práctica de diagnóstico de VRAM\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">El número de “requisito de VRAM” siempre depende de la carga de trabajo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-60\" class=\"editorjs-toc__link\">Por qué esto importa al comprar una GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-70\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Tres números que a menudo se confunden: capacidad, presupuesto y uso\u003C\u002Fh2>\n\u003Cp>El número impreso en la tarjeta gráfica es la capacidad física de memoria de vídeo. Windows y el controlador gráfico también exponen un presupuesto de memoria: la cantidad que un proceso puede mantener razonablemente residente en ese momento. La aplicación consume entonces una parte de ese presupuesto con texturas, objetivos de renderizado, búferes, estructuras de aceleración y otros recursos de GPU.\u003C\u002Fp>\n\u003Cp>La documentación de residencia de Direct3D 12 de Microsoft indica que el presupuesto de memoria de vídeo disponible puede fluctuar cuando los procesos en segundo plano se activan y se duermen o cuando el foco cambia entre aplicaciones. Eso significa que la memoria práctica disponible para un juego no siempre es un número fijo igual a la etiqueta de la GPU.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems expone esta distinción directamente al trazar el uso de VRAM de la GPU junto con el presupuesto de memoria en Windows.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Capacidad vs presupuesto vs uso\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Qué significa\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">¿Puede cambiar durante el juego?\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Error común\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Capacidad física de VRAM\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The card&#39;s installed discrete video memory\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">No\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Assuming the game can always use every byte freely\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Presupuesto de residencia\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Yes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Treating it as identical to physical capacity\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Uso \u002F asignación actual\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Memory currently consumed or allocated by the process\u002Ftool&#39;s accounting model\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Constantly\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Treating a high number as automatic proof of exhaustion\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-10\">La memoria asignada no es automáticamente memoria sin la que el juego no puede vivir\u003C\u002Fh2>\n\u003Cp>Los juegos pueden mantener recursos disponibles porque la VRAM no utilizada tiene poco valor por sí misma. Un juego puede almacenar en caché texturas, geometría o recursos temporales para que estén listos si se necesitan.\u003C\u002Fp>\n\u003Cp>Por eso \"mi juego usa casi toda mi VRAM\" no es, por sí solo, un diagnóstico. La pregunta útil es si el conjunto de trabajo permanece estable dentro del presupuesto y si el sistema debe mover o recrear recursos repetidamente.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">La mejor pregunta\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">No preguntes solo \u003Cstrong>&quot;¿Cuánta VRAM se usa?&quot;\u003C\u002Fstrong> Pregunta \u003Cstrong>&quot;¿Está el juego bajo presión de residencia, y se correlaciona esa presión con fotogramas lentos?&quot;\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-14\">Qué significa realmente la residencia\u003C\u002Fh2>\n\u003Cp>Microsoft define un recurso como residente cuando es accesible por la GPU. Las aplicaciones Direct3D 12 tienen que gestionar la relación entre sus recursos accesibles por GPU y el presupuesto de residencia actual.\u003C\u002Fp>\n\u003Cp>Cuando la presión aumenta, los recursos pueden ser desalojados de la residencia de acceso rápido. Microsoft señala que en GPUs discretas el kernel puede mover algunos montículos desde la memoria de vídeo hacia la memoria del sistema como un respaldo extremo, pero se espera que las aplicaciones se mantengan dentro del presupuesto en lugar de depender de un comportamiento por encima del presupuesto.\u003C\u002Fp>\n\u003Cp>La consecuencia práctica es que los problemas de rendimiento tienen que ver con el movimiento y la disponibilidad, no solo con la plenitud visual de una barra.\u003C\u002Fp>\n\u003Ch2 id=\"section-18\">La Escalera de Presión de VRAM\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Del uso saludable a la presión disruptiva de memoria\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Margen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El conjunto de trabajo cabe cómodamente dentro del presupuesto actual.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Residencia alta pero estable\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El uso de VRAM es alto, pero los recursos necesarios permanecen residentes y la entrega de fotogramas es estable.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Presión de presupuesto\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El juego se acerca al presupuesto actual y tiene menos espacio para recursos adicionales o picos transitorios.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Desalojo y reemplazo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Los recursos deben eliminarse, recrearse, transmitirse o moverse a medida que cambia el conjunto de trabajo.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Reserva entre grupos\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Algunos recursos pueden depender más de la memoria del sistema o de las transferencias, lo que aumenta la latencia y la presión de ancho de banda.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Fallo visible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Aparecen tirones, llegada tardía de texturas, calidad reducida, fallo de asignación o inestabilidad.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-20\">Por qué las texturas son la primera configuración que la gente culpa\u003C\u002Fh2>\n\u003Cp>La calidad de las texturas a menudo tiene una fuerte relación con el consumo de memoria porque los recursos de textura de mayor resolución requieren más almacenamiento. Eso hace que la calidad de las texturas sea una prueba sensata cuando se sospecha presión de VRAM.\u003C\u002Fp>\n\u003Cp>Pero la calidad de las texturas no es el único consumidor. Los objetivos de renderizado, los búferes de geometría, los mapas de sombras, las estructuras de aceleración de trazado de rayos, los recursos de generación de fotogramas o reconstrucción, las cachés y las asignaciones específicas del motor también compiten por la memoria.\u003C\u002Fp>\n\u003Cp>Así que un juego puede superar un presupuesto de memoria cómodo incluso con texturas moderadas, y otro juego puede funcionar cerca de la capacidad física sin problemas visibles porque su estrategia de residencia es eficiente.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">La VRAM dedicada y la memoria del sistema son grupos diferentes\u003C\u002Fh2>\n\u003Cp>En una GPU discreta, la VRAM dedicada está físicamente conectada a la tarjeta gráfica. La RAM del sistema se encuentra en el lado de la CPU de la plataforma.\u003C\u002Fp>\n\u003Cp>La documentación de D3D12 de Microsoft describe los adaptadores discretos como tener grupos de memoria separados y advierte que mover los montones fuera de la memoria de video debe tratarse como último recurso en lugar de una estrategia de rendimiento normal.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems expone gráficos de Windows separados para la VRAM de la GPU y la memoria del sistema WDDM, lo cual es útil al diagnosticar si la presión de memoria se está derramando más allá del grupo local del dispositivo.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">La memoria GPU compartida no convierte una tarjeta de 8 GB en una de 24 GB\u003C\u002Fh2>\n\u003Cp>Windows puede exponer la memoria del sistema a las cargas de trabajo gráficas, pero eso no hace que la RAM del sistema sea equivalente a la VRAM dedicada.\u003C\u002Fp>\n\u003Cp>Los dos grupos difieren en ubicación física, ruta de acceso, latencia y ancho de banda. Una carga de trabajo gráfica que tiene que depender de la memoria del host no está en la misma situación que una cuyos recursos activos permanecen en la memoria local del dispositivo.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Los totales del Administrador de tareas pueden ser engañosos\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Sumar “Memoria GPU dedicada” y “Memoria GPU compartida” produce un total direccionable, no un grupo con características de rendimiento uniformes.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-32\">Por qué un juego puede dar tirones antes de que la VRAM marque 100%\u003C\u002Fh2>\n\u003Cp>El presupuesto de residencia puede ser inferior a la capacidad física, y puede cambiar mientras el juego se está ejecutando. Las aplicaciones de GPU en segundo plano, las superposiciones, los navegadores, las herramientas de captura u otro proceso pueden alterar la cantidad de memoria disponible para el juego.\u003C\u002Fp>\n\u003Cp>Eso significa que un juego no necesita mostrar exactamente 8.0 de 8.0 GB antes de que la presión de memoria sea relevante.\u003C\u002Fp>\n\u003Cp>Microsoft señala explícitamente que el presupuesto puede fluctuar y que superar el presupuesto puede hacer que un proceso se congele intermitentemente para que otras aplicaciones puedan ejecutarse, o provocar que falle la creación de recursos.\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">Por qué un uso reportado del 100% aún puede ser fluido\u003C\u002Fh2>\n\u003Cp>Lo contrario también es posible. Un juego o controlador puede reservar o retener memoria de forma agresiva mientras mantiene el conjunto de trabajo saludable.\u003C\u002Fp>\n\u003Cp>Si los tiempos de fotograma se mantienen estables, la transmisión de texturas se comporta con normalidad y el juego se mantiene dentro de su presupuesto de residencia efectivo, el número alto puede simplemente indicar que la memoria disponible se está utilizando de forma productiva.\u003C\u002Fp>\n\u003Cp>Un gráfico que parece lleno es una señal para investigar, no un veredicto.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">La prueba de estabilidad de residencia\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comprueba si la VRAM está causando realmente el problema\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Reproduce el tartamudeo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usa la misma ubicación, movimiento de cámara o ruta de recorrido para que el comportamiento de la memoria sea comparable.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Registra el tiempo de fotograma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Identifica exactamente cuándo ocurren los fotogramas lentos en lugar de confiar en los FPS promedio.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Observa el uso y el presupuesto de VRAM\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si tu herramienta expone ambos, compara el consumo actual con el presupuesto disponible.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Observa el desbordamiento a la memoria del sistema\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Busca el crecimiento de la memoria del host u otras señales de que el conjunto de trabajo gráfico ya no está cómodamente en el dispositivo local.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Reduce una configuración que consume mucha memoria\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Reduce la resolución de texturas u otra configuración que se sabe que reduce el uso de memoria.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Repite la misma ruta\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una mejora significativa debería reducir los mismos picos en las mismas condiciones.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Separa la capacidad de la transmisión\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si el problema solo ocurre al entrar en áreas nuevas, la transmisión o compilación de recursos puede estar involucrada incluso si el uso de memoria es alto.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-42\">La correlación del tiempo de fotograma importa más que el número máximo\u003C\u002Fh2>\n\u003Cp>Supongamos que la VRAM alcanza los 7,7 GB y se mantiene ahí durante veinte minutos mientras el juego va fluido. Ese pico por sí solo es una evidencia débil.\u003C\u002Fp>\n\u003Cp>Ahora supongamos que cada giro de cámara hacia un área nueva provoca un aumento del tráfico de memoria del sistema y produce un pico de fotograma de 60 ms. Esa correlación es mucho más útil.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems incluye una vista Frame Health diseñada específicamente para mostrar acciones inusualmente lentas en los fotogramas, incluida la asignación de memoria, entre otras causas. Combinar la evidencia de tiempos con la evidencia de memoria es mucho más sólido que leer un solo gráfico de capacidad de forma aislada.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">La presión de memoria y la transmisión de recursos pueden parecer similares\u003C\u002Fh2>\n\u003Cp>Un juego que transmite un área nueva desde el almacenamiento puede dar tirones incluso cuando tiene VRAM suficiente. Un juego bajo presión de VRAM también puede dar tirones mientras reemplaza recursos residentes. Desde la perspectiva del jugador, ambos pueden parecer un “tartamudeo por carga de texturas”.\u003C\u002Fp>\n\u003Cp>La diferencia importa porque las soluciones son distintas. Reducir las texturas puede ayudar con un problema de residencia de memoria, pero puede hacer poco por una pausa de compilación de shaders o por la descompresión de recursos del lado del almacenamiento.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Síntoma similar, causa diferente\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Patrón típico\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Prueba útil\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Presión de VRAM\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Stutter worsens near memory budget; lower memory settings help\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Transmisión de recursos\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Spikes cluster around traversal into new areas\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Repeat path; compare storage activity and later passes\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Compilación de shaders\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">First encounter with an effect is worse than repeat encounters\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Repeat identical effect or area after caches are populated\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Descompresión \u002F preparación del lado de la CPU\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GPU may wait while CPU-side work spikes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Compare CPU\u002FGPU timing during the hitch\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Por qué reducir las texturas puede solucionar el tartamudeo sin aumentar mucho los FPS promedio\u003C\u002Fh2>\n\u003Cp>Si la tasa de fotogramas promedio está controlada por la CPU o por el cómputo de la GPU, reducir la calidad de las texturas puede no aumentar mucho el promedio.\u003C\u002Fp>\n\u003Cp>Pero si el conjunto de texturas original estaba creando presión de residencia, el mismo cambio puede reducir los fotogramas lentos y los tirones al recorrer el mundo.\u003C\u002Fp>\n\u003Cp>Esta es otra razón para no juzgar cada configuración gráfica solo por los FPS promedio. Algunas configuraciones mejoran la consistencia en lugar del rendimiento.\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Una matriz práctica de diagnóstico de VRAM\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Observación\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Qué sugiere\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Confianza\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Alto uso de VRAM, tiempos de fotograma estables\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Podría ser caché normal o residencia estable\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Poca evidencia de un problema\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Alto uso + presión de presupuesto + tartamudeo repetible\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La presión de memoria se vuelve plausible\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Moderada a fuerte\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texturas más bajas eliminan el tartamudeo\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Es probable que la huella de memoria estuviera involucrada\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Fuerte señal diagnóstica\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texturas más bajas no cambian nada\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Busca en streaming, shaders, sincronización de CPU\u002FGPU u otra causa\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mueve la sospecha a otro lugar\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">El uso de memoria del sistema aumenta durante los tirones\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Posible presión entre grupos o movimiento de memoria relacionado\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Correlación útil, no prueba\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Tartamudeo solo en el primer recorrido\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La compilación\u002Fstreaming se vuelve más plausible\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Necesita prueba de ejecución repetida\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-56\">El número de “requisito de VRAM” siempre depende de la carga de trabajo\u003C\u002Fh2>\n\u003Cp>No existe un único requisito universal de VRAM para un juego independiente de la configuración y la carga de trabajo.\u003C\u002Fp>\n\u003Cp>La resolución, la calidad de texturas, el ray tracing, la complejidad del nivel, los mods, los paquetes de recursos de alta resolución, el número de framebuffers y el comportamiento del motor pueden cambiar el conjunto de trabajo.\u003C\u002Fp>\n\u003Cp>Por lo tanto, una recomendación útil necesita condiciones: resolución, configuración, versión del juego, estado de los mods y el objetivo de rendimiento. “Este juego necesita 12 GB” sin esas condiciones es demasiado general para ser una afirmación técnica confiable.\u003C\u002Fp>\n\u003Ch2 id=\"section-60\">Por qué esto importa al comprar una GPU\u003C\u002Fh2>\n\u003Cp>La capacidad de VRAM no debe evaluarse solo por el número de asignación promedio actual. La pregunta útil es si la tarjeta tiene suficiente margen de memoria para las resoluciones, la calidad de texturas, las funciones de ray tracing y las cargas de trabajo futuras que realmente piensas usar.\u003C\u002Fp>\n\u003Cp>Al mismo tiempo, comprar más VRAM no compensa un rendimiento de cómputo de GPU insuficiente. Una tarjeta puede tener memoria abundante y seguir siendo demasiado lenta para la carga de trabajo de renderizado objetivo.\u003C\u002Fp>\n\u003Cp>La capacidad y el cómputo resuelven restricciones diferentes.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>Las arquitecturas de memoria unificada cambian la topología física de la memoria porque la CPU y la GPU pueden compartir un grupo común de forma más directa. La distinción entre capacidad y presupuesto sigue importando, pero el modelo de costos difiere del de una GPU discreta convencional.\u003C\u002Fp>\n\u003Cp>Los futuros sistemas de memoria de GPU también pueden mejorar la gestión de fallos, la compresión, el streaming o el acceso entre grupos. La penalización de rendimiento exacta de la presión de memoria puede cambiar, pero la distinción central entre capacidad, conjunto de trabajo activo y presión de residencia sigue siendo útil.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Las herramientas de monitoreo para consumidores no todas exponen las mismas definiciones de memoria. “Asignado”, “uso dedicado”, “presupuesto”, “comprometido” y “residente” pueden referirse a diferentes capas de la gestión de memoria.\u003C\u002Fp>\n\u003Cp>Usa una herramienta de forma consistente y lee sus definiciones de métricas antes de comparar números entre sistemas o reseñas.\u003C\u002Fp>\n\u003Ch2 id=\"section-70\">Conclusión\u003C\u002Fh2>\n\u003Cp>Un medidor de VRAM casi lleno no es automáticamente un problema, y un medidor que no está del todo lleno no garantiza seguridad.\u003C\u002Fp>\n\u003Cp>La verdadera pregunta es si los recursos activos del juego permanecen estables dentro del presupuesto de memoria actual. Mide los tiempos de fotograma, observa el presupuesto cuando sea posible, prueba configuraciones que consumen mucha memoria y busca una correlación repetible. Los problemas de VRAM tienen que ver con la presión de residencia y el movimiento, no solo con el número impreso junto a “memoria de GPU usada”.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Preguntas frecuentes\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Uso de VRAM, presupuestos y stutter\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿Un uso del 100% de VRAM siempre es malo?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Un uso elevado reportado puede ser normal si el conjunto de trabajo del juego permanece residente y la entrega de fotogramas es estable.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿Puede un juego quedarse sin VRAM utilizable antes de que el contador alcance la capacidad total de la tarjeta?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sí. El presupuesto de residencia efectivo puede ser inferior a la capacidad física y puede cambiar a medida que otros procesos y condiciones del sistema cambian.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿Por qué reducir las texturas a veces soluciona el stutter pero no aumenta los FPS promedio?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La calidad de las texturas puede reducir la presión de memoria y los eventos de fotogramas lentos incluso cuando el rendimiento promedio está limitado por la CPU o el cómputo de la GPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿La memoria GPU compartida compensa una VRAM baja?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La memoria del sistema puede ser utilizada por cargas de trabajo gráficas, pero no tiene las mismas características de rendimiento que la VRAM local del dispositivo en una GPU dedicada.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿Cómo puedo saber si el stutter realmente es causado por la VRAM?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Utilice capturas repetibles, compare los picos de tiempo de fotograma con el presupuesto\u002Fuso de memoria, y pruebe si reducir las configuraciones que consumen mucha memoria elimina los mismos tirones.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿Cuánta VRAM necesita realmente un juego?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Depende de la resolución, la configuración, el ray tracing, los recursos, los mods y el comportamiento del motor. Un requisito útil siempre debe incluir esas condiciones.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glosario\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Términos clave de VRAM\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"vram-capacity\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Capacidad de VRAM\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La memoria de video discreta física instalada en una tarjeta gráfica.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Residencia\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">El estado en el que un recurso de GPU es actualmente accesible por la GPU en el grupo de memoria física relevante.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency-budget\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Presupuesto de residencia\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La cantidad de memoria física accesible por la GPU que se espera que un proceso mantenga residente en un momento dado bajo la política de gestión de memoria del sistema operativo.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"working-set\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Conjunto de trabajo\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Los recursos que el juego necesita activamente para su carga de trabajo actual.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"eviction\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Desalojo\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eliminar un recurso de la residencia activa para que la memoria pueda usarse para otros recursos.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"vram-pressure-ladder\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Escalera de presión de VRAM\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de Figure Rocks que describe la progresión desde un margen cómodo hasta una residencia inestable y fallos visibles relacionados con la memoria.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency-stability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Prueba de estabilidad de residencia\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flujo de trabajo de Figure Rocks para correlacionar problemas de tiempo de fotograma con el presupuesto de VRAM, el uso, el desbordamiento y cambios controlados en la configuración de memoria.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Fuentes primarias\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Residencia de Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial de Microsoft que cubre presupuestos de residencia, recursos de montón, desalojo y el comportamiento de la memoria de video discreta bajo presión.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Presupuestos de residencia de procesos\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial de controladores de Windows que explica los presupuestos de memoria de procesos WDDM y cómo las aplicaciones dimensionan los recursos residentes.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — Gestión de memoria en Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Descripción general oficial de la gestión de memoria de Direct3D 12 y la estrategia de clasificar-presupuestar-transmitir.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Learn — ID3D12Device::MakeResident\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial de la API que describe la paginación de recursos en el grupo de memoria adecuado y la gestión de la residencia.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Nsight Systems — Guía del usuario\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial de NVIDIA que expone el uso de VRAM y memoria del sistema WDDM, presupuestos de memoria y análisis de Frame Health para la investigación de stutter.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1093},1790375743547,[540,545,552,558,564,569,573,577,581,619,623,627,631,637,641,645,649,653,657,682,686,690,694,698,702,706,710,714,718,722,726,732,736,740,744,748,752,756,760,764,768,794,798,802,806,810,814,818,822,858,862,866,870,874,878,911,915,919,923,927,931,935,939,943,947,951,955,959,963,967,971,975,979,983,1012,1016,1048,1052,1061,1069,1077,1085],{"id":541,"data":542,"type":544},"intro",{"text":543},"Ver 7,8 GB usados en una tarjeta gráfica de 8 GB puede parecer una prueba de que el juego se ha \"quedado sin VRAM\". No es tan sencillo. Las API gráficas modernas, los controladores y los sistemas operativos gestionan la memoria de vídeo mediante presupuestos, residencia y múltiples agrupaciones de memoria. Un número alto de asignación o uso puede ser normal, mientras que un número más bajo aún puede ocultar un problema real de presión de memoria.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>El uso de VRAM no es lo mismo que el requisito de VRAM.\u003C\u002Fstrong> Lo que importa es si el juego puede mantener los recursos que necesita residentes dentro del presupuesto de memoria disponible sin desalojos repetidos, paginación u otras pausas. Un gráfico de VRAM casi lleno puede ser saludable; una residencia inestable bajo presión puede producir tirones incluso antes de que un simple contador alcance la capacidad anunciada de la tarjeta.","Respuesta directa","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"La Escalera de Presión de VRAM y la Prueba de Estabilidad de Residencia a continuación son modelos de diagnóstico prácticos de Figure Rocks. No son terminología formal de Microsoft o NVIDIA.","El modelo utilizado en este artículo","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Contenido",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-three",{"text":567,"level":47},"Tres números que a menudo se confunden: capacidad, presupuesto y uso","header",{"id":570,"data":571,"type":544},"p-three-1",{"text":572},"El número impreso en la tarjeta gráfica es la capacidad física de memoria de vídeo. Windows y el controlador gráfico también exponen un presupuesto de memoria: la cantidad que un proceso puede mantener razonablemente residente en ese momento. La aplicación consume entonces una parte de ese presupuesto con texturas, objetivos de renderizado, búferes, estructuras de aceleración y otros recursos de GPU.",{"id":574,"data":575,"type":544},"p-three-2",{"text":576},"La documentación de residencia de Direct3D 12 de Microsoft indica que el presupuesto de memoria de vídeo disponible puede fluctuar cuando los procesos en segundo plano se activan y se duermen o cuando el foco cambia entre aplicaciones. Eso significa que la memoria práctica disponible para un juego no siempre es un número fijo igual a la etiqueta de la GPU.",{"id":578,"data":579,"type":544},"p-three-3",{"text":580},"NVIDIA Nsight Systems expone esta distinción directamente al trazar el uso de VRAM de la GPU junto con el presupuesto de memoria en Windows.",{"id":582,"data":583,"type":618},"three-table",{"rows":584,"title":606,"layout":607,"columns":608},[585,592,599],{"id":586,"label":587,"values":588},"capacity","Capacidad física de VRAM",{"changes":589,"meaning":590,"mistake":591},"No","The card's installed discrete video memory","Assuming the game can always use every byte freely",{"id":593,"label":594,"values":595},"budget","Presupuesto de residencia",{"changes":596,"meaning":597,"mistake":598},"Yes","The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently","Treating it as identical to physical capacity",{"id":600,"label":601,"values":602},"usage","Uso \u002F asignación actual",{"changes":603,"meaning":604,"mistake":605},"Constantly","Memory currently consumed or allocated by the process\u002Ftool's accounting model","Treating a high number as automatic proof of exhaustion","Capacidad vs presupuesto vs uso","table",[609,612,615],{"id":610,"label":611},"meaning","Qué significa",{"id":613,"label":614},"changes","¿Puede cambiar durante el juego?",{"id":616,"label":617},"mistake","Error común","comparison",{"id":620,"data":621,"type":568},"h-alloc",{"text":622,"level":47},"La memoria asignada no es automáticamente memoria sin la que el juego no puede vivir",{"id":624,"data":625,"type":544},"p-alloc-1",{"text":626},"Los juegos pueden mantener recursos disponibles porque la VRAM no utilizada tiene poco valor por sí misma. Un juego puede almacenar en caché texturas, geometría o recursos temporales para que estén listos si se necesitan.",{"id":628,"data":629,"type":544},"p-alloc-2",{"text":630},"Por eso \"mi juego usa casi toda mi VRAM\" no es, por sí solo, un diagnóstico. La pregunta útil es si el conjunto de trabajo permanece estable dentro del presupuesto y si el sistema debe mover o recrear recursos repetidamente.",{"id":632,"data":633,"type":551},"better-question",{"body":634,"title":635,"variant":636},"No preguntes solo \u003Cstrong>\"¿Cuánta VRAM se usa?\"\u003C\u002Fstrong> Pregunta \u003Cstrong>\"¿Está el juego bajo presión de residencia, y se correlaciona esa presión con fotogramas lentos?\"\u003C\u002Fstrong>","La mejor pregunta","success",{"id":638,"data":639,"type":568},"h-residency",{"text":640,"level":47},"Qué significa realmente la residencia",{"id":642,"data":643,"type":544},"p-res-1",{"text":644},"Microsoft define un recurso como residente cuando es accesible por la GPU. Las aplicaciones Direct3D 12 tienen que gestionar la relación entre sus recursos accesibles por GPU y el presupuesto de residencia actual.",{"id":646,"data":647,"type":544},"p-res-2",{"text":648},"Cuando la presión aumenta, los recursos pueden ser desalojados de la residencia de acceso rápido. Microsoft señala que en GPUs discretas el kernel puede mover algunos montículos desde la memoria de vídeo hacia la memoria del sistema como un respaldo extremo, pero se espera que las aplicaciones se mantengan dentro del presupuesto en lugar de depender de un comportamiento por encima del presupuesto.",{"id":650,"data":651,"type":544},"p-res-3",{"text":652},"La consecuencia práctica es que los problemas de rendimiento tienen que ver con el movimiento y la disponibilidad, no solo con la plenitud visual de una barra.",{"id":654,"data":655,"type":568},"h-ladder",{"text":656,"level":47},"La Escalera de Presión de VRAM",{"id":658,"data":659,"type":681},"pressure-ladder",{"steps":660,"title":679,"orientation":680},[661,664,667,670,673,676],{"label":662,"description":663},"1. Margen","El conjunto de trabajo cabe cómodamente dentro del presupuesto actual.",{"label":665,"description":666},"2. Residencia alta pero estable","El uso de VRAM es alto, pero los recursos necesarios permanecen residentes y la entrega de fotogramas es estable.",{"label":668,"description":669},"3. Presión de presupuesto","El juego se acerca al presupuesto actual y tiene menos espacio para recursos adicionales o picos transitorios.",{"label":671,"description":672},"4. Desalojo y reemplazo","Los recursos deben eliminarse, recrearse, transmitirse o moverse a medida que cambia el conjunto de trabajo.",{"label":674,"description":675},"5. Reserva entre grupos","Algunos recursos pueden depender más de la memoria del sistema o de las transferencias, lo que aumenta la latencia y la presión de ancho de banda.",{"label":677,"description":678},"6. Fallo visible","Aparecen tirones, llegada tardía de texturas, calidad reducida, fallo de asignación o inestabilidad.","Del uso saludable a la presión disruptiva de memoria","auto","processFlow",{"id":683,"data":684,"type":568},"h-textures",{"text":685,"level":47},"Por qué las texturas son la primera configuración que la gente culpa",{"id":687,"data":688,"type":544},"p-tex-1",{"text":689},"La calidad de las texturas a menudo tiene una fuerte relación con el consumo de memoria porque los recursos de textura de mayor resolución requieren más almacenamiento. Eso hace que la calidad de las texturas sea una prueba sensata cuando se sospecha presión de VRAM.",{"id":691,"data":692,"type":544},"p-tex-2",{"text":693},"Pero la calidad de las texturas no es el único consumidor. Los objetivos de renderizado, los búferes de geometría, los mapas de sombras, las estructuras de aceleración de trazado de rayos, los recursos de generación de fotogramas o reconstrucción, las cachés y las asignaciones específicas del motor también compiten por la memoria.",{"id":695,"data":696,"type":544},"p-tex-3",{"text":697},"Así que un juego puede superar un presupuesto de memoria cómodo incluso con texturas moderadas, y otro juego puede funcionar cerca de la capacidad física sin problemas visibles porque su estrategia de residencia es eficiente.",{"id":699,"data":700,"type":568},"h-pools",{"text":701,"level":47},"La VRAM dedicada y la memoria del sistema son grupos diferentes",{"id":703,"data":704,"type":544},"p-pool-1",{"text":705},"En una GPU discreta, la VRAM dedicada está físicamente conectada a la tarjeta gráfica. La RAM del sistema se encuentra en el lado de la CPU de la plataforma.",{"id":707,"data":708,"type":544},"p-pool-2",{"text":709},"La documentación de D3D12 de Microsoft describe los adaptadores discretos como tener grupos de memoria separados y advierte que mover los montones fuera de la memoria de video debe tratarse como último recurso en lugar de una estrategia de rendimiento normal.",{"id":711,"data":712,"type":544},"p-pool-3",{"text":713},"NVIDIA Nsight Systems expone gráficos de Windows separados para la VRAM de la GPU y la memoria del sistema WDDM, lo cual es útil al diagnosticar si la presión de memoria se está derramando más allá del grupo local del dispositivo.",{"id":715,"data":716,"type":568},"h-shared",{"text":717,"level":47},"La memoria GPU compartida no convierte una tarjeta de 8 GB en una de 24 GB",{"id":719,"data":720,"type":544},"p-shared-1",{"text":721},"Windows puede exponer la memoria del sistema a las cargas de trabajo gráficas, pero eso no hace que la RAM del sistema sea equivalente a la VRAM dedicada.",{"id":723,"data":724,"type":544},"p-shared-2",{"text":725},"Los dos grupos difieren en ubicación física, ruta de acceso, latencia y ancho de banda. Una carga de trabajo gráfica que tiene que depender de la memoria del host no está en la misma situación que una cuyos recursos activos permanecen en la memoria local del dispositivo.",{"id":727,"data":728,"type":551},"shared-warning",{"body":729,"title":730,"variant":731},"Sumar “Memoria GPU dedicada” y “Memoria GPU compartida” produce un total direccionable, no un grupo con características de rendimiento uniformes.","Los totales del Administrador de tareas pueden ser engañosos","warning",{"id":733,"data":734,"type":568},"h-before100",{"text":735,"level":47},"Por qué un juego puede dar tirones antes de que la VRAM marque 100%",{"id":737,"data":738,"type":544},"p-before-1",{"text":739},"El presupuesto de residencia puede ser inferior a la capacidad física, y puede cambiar mientras el juego se está ejecutando. Las aplicaciones de GPU en segundo plano, las superposiciones, los navegadores, las herramientas de captura u otro proceso pueden alterar la cantidad de memoria disponible para el juego.",{"id":741,"data":742,"type":544},"p-before-2",{"text":743},"Eso significa que un juego no necesita mostrar exactamente 8.0 de 8.0 GB antes de que la presión de memoria sea relevante.",{"id":745,"data":746,"type":544},"p-before-3",{"text":747},"Microsoft señala explícitamente que el presupuesto puede fluctuar y que superar el presupuesto puede hacer que un proceso se congele intermitentemente para que otras aplicaciones puedan ejecutarse, o provocar que falle la creación de recursos.",{"id":749,"data":750,"type":568},"h-fullsmooth",{"text":751,"level":47},"Por qué un uso reportado del 100% aún puede ser fluido",{"id":753,"data":754,"type":544},"p-full-1",{"text":755},"Lo contrario también es posible. Un juego o controlador puede reservar o retener memoria de forma agresiva mientras mantiene el conjunto de trabajo saludable.",{"id":757,"data":758,"type":544},"p-full-2",{"text":759},"Si los tiempos de fotograma se mantienen estables, la transmisión de texturas se comporta con normalidad y el juego se mantiene dentro de su presupuesto de residencia efectivo, el número alto puede simplemente indicar que la memoria disponible se está utilizando de forma productiva.",{"id":761,"data":762,"type":544},"p-full-3",{"text":763},"Un gráfico que parece lleno es una señal para investigar, no un veredicto.",{"id":765,"data":766,"type":568},"h-test",{"text":767,"level":47},"La prueba de estabilidad de residencia",{"id":769,"data":770,"type":681},"residency-test",{"steps":771,"title":793,"orientation":680},[772,775,778,781,784,787,790],{"label":773,"description":774},"1. Reproduce el tartamudeo","Usa la misma ubicación, movimiento de cámara o ruta de recorrido para que el comportamiento de la memoria sea comparable.",{"label":776,"description":777},"2. Registra el tiempo de fotograma","Identifica exactamente cuándo ocurren los fotogramas lentos en lugar de confiar en los FPS promedio.",{"label":779,"description":780},"3. Observa el uso y el presupuesto de VRAM","Si tu herramienta expone ambos, compara el consumo actual con el presupuesto disponible.",{"label":782,"description":783},"4. Observa el desbordamiento a la memoria del sistema","Busca el crecimiento de la memoria del host u otras señales de que el conjunto de trabajo gráfico ya no está cómodamente en el dispositivo local.",{"label":785,"description":786},"5. Reduce una configuración que consume mucha memoria","Reduce la resolución de texturas u otra configuración que se sabe que reduce el uso de memoria.",{"label":788,"description":789},"6. Repite la misma ruta","Una mejora significativa debería reducir los mismos picos en las mismas condiciones.",{"label":791,"description":792},"7. Separa la capacidad de la transmisión","Si el problema solo ocurre al entrar en áreas nuevas, la transmisión o compilación de recursos puede estar involucrada incluso si el uso de memoria es alto.","Comprueba si la VRAM está causando realmente el problema",{"id":795,"data":796,"type":568},"h-correlation",{"text":797,"level":47},"La correlación del tiempo de fotograma importa más que el número máximo",{"id":799,"data":800,"type":544},"p-corr-1",{"text":801},"Supongamos que la VRAM alcanza los 7,7 GB y se mantiene ahí durante veinte minutos mientras el juego va fluido. Ese pico por sí solo es una evidencia débil.",{"id":803,"data":804,"type":544},"p-corr-2",{"text":805},"Ahora supongamos que cada giro de cámara hacia un área nueva provoca un aumento del tráfico de memoria del sistema y produce un pico de fotograma de 60 ms. Esa correlación es mucho más útil.",{"id":807,"data":808,"type":544},"p-corr-3",{"text":809},"NVIDIA Nsight Systems incluye una vista Frame Health diseñada específicamente para mostrar acciones inusualmente lentas en los fotogramas, incluida la asignación de memoria, entre otras causas. Combinar la evidencia de tiempos con la evidencia de memoria es mucho más sólido que leer un solo gráfico de capacidad de forma aislada.",{"id":811,"data":812,"type":568},"h-streaming",{"text":813,"level":47},"La presión de memoria y la transmisión de recursos pueden parecer similares",{"id":815,"data":816,"type":544},"p-stream-1",{"text":817},"Un juego que transmite un área nueva desde el almacenamiento puede dar tirones incluso cuando tiene VRAM suficiente. Un juego bajo presión de VRAM también puede dar tirones mientras reemplaza recursos residentes. Desde la perspectiva del jugador, ambos pueden parecer un “tartamudeo por carga de texturas”.",{"id":819,"data":820,"type":544},"p-stream-2",{"text":821},"La diferencia importa porque las soluciones son distintas. Reducir las texturas puede ayudar con un problema de residencia de memoria, pero puede hacer poco por una pausa de compilación de shaders o por la descompresión de recursos del lado del almacenamiento.",{"id":823,"data":824,"type":618},"similar-table",{"rows":825,"title":850,"layout":607,"columns":851},[826,832,838,844],{"id":827,"label":828,"values":829},"vram","Presión de VRAM",{"test":830,"pattern":831},"Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers","Stutter worsens near memory budget; lower memory settings help",{"id":833,"label":834,"values":835},"storage","Transmisión de recursos",{"test":836,"pattern":837},"Repeat path; compare storage activity and later passes","Spikes cluster around traversal into new areas",{"id":839,"label":840,"values":841},"shader","Compilación de shaders",{"test":842,"pattern":843},"Repeat identical effect or area after caches are populated","First encounter with an effect is worse than repeat encounters",{"id":845,"label":846,"values":847},"cpu","Descompresión \u002F preparación del lado de la CPU",{"test":848,"pattern":849},"Compare CPU\u002FGPU timing during the hitch","GPU may wait while CPU-side work spikes","Síntoma similar, causa diferente",[852,855],{"id":853,"label":854},"pattern","Patrón típico",{"id":856,"label":857},"test","Prueba útil",{"id":859,"data":860,"type":568},"h-texturefix",{"text":861,"level":47},"Por qué reducir las texturas puede solucionar el tartamudeo sin aumentar mucho los FPS promedio",{"id":863,"data":864,"type":544},"p-tfix-1",{"text":865},"Si la tasa de fotogramas promedio está controlada por la CPU o por el cómputo de la GPU, reducir la calidad de las texturas puede no aumentar mucho el promedio.",{"id":867,"data":868,"type":544},"p-tfix-2",{"text":869},"Pero si el conjunto de texturas original estaba creando presión de residencia, el mismo cambio puede reducir los fotogramas lentos y los tirones al recorrer el mundo.",{"id":871,"data":872,"type":544},"p-tfix-3",{"text":873},"Esta es otra razón para no juzgar cada configuración gráfica solo por los FPS promedio. Algunas configuraciones mejoran la consistencia en lugar del rendimiento.",{"id":875,"data":876,"type":568},"h-matrix",{"text":877,"level":47},"Una matriz práctica de diagnóstico de VRAM",{"id":879,"data":880,"type":607},"diag-matrix",{"content":881,"stretched":910,"withHeadings":15},[882,886,890,894,898,902,906],[883,884,885],"Observación","Qué sugiere","Confianza",[887,888,889],"Alto uso de VRAM, tiempos de fotograma estables","Podría ser caché normal o residencia estable","Poca evidencia de un problema",[891,892,893],"Alto uso + presión de presupuesto + tartamudeo repetible","La presión de memoria se vuelve plausible","Moderada a fuerte",[895,896,897],"Texturas más bajas eliminan el tartamudeo","Es probable que la huella de memoria estuviera involucrada","Fuerte señal diagnóstica",[899,900,901],"Texturas más bajas no cambian nada","Busca en streaming, shaders, sincronización de CPU\u002FGPU u otra causa","Mueve la sospecha a otro lugar",[903,904,905],"El uso de memoria del sistema aumenta durante los tirones","Posible presión entre grupos o movimiento de memoria relacionado","Correlación útil, no prueba",[907,908,909],"Tartamudeo solo en el primer recorrido","La compilación\u002Fstreaming se vuelve más plausible","Necesita prueba de ejecución repetida",false,{"id":912,"data":913,"type":568},"h-requirement",{"text":914,"level":47},"El número de “requisito de VRAM” siempre depende de la carga de trabajo",{"id":916,"data":917,"type":544},"p-req-1",{"text":918},"No existe un único requisito universal de VRAM para un juego independiente de la configuración y la carga de trabajo.",{"id":920,"data":921,"type":544},"p-req-2",{"text":922},"La resolución, la calidad de texturas, el ray tracing, la complejidad del nivel, los mods, los paquetes de recursos de alta resolución, el número de framebuffers y el comportamiento del motor pueden cambiar el conjunto de trabajo.",{"id":924,"data":925,"type":544},"p-req-3",{"text":926},"Por lo tanto, una recomendación útil necesita condiciones: resolución, configuración, versión del juego, estado de los mods y el objetivo de rendimiento. “Este juego necesita 12 GB” sin esas condiciones es demasiado general para ser una afirmación técnica confiable.",{"id":928,"data":929,"type":568},"h-buying",{"text":930,"level":47},"Por qué esto importa al comprar una GPU",{"id":932,"data":933,"type":544},"p-buy-1",{"text":934},"La capacidad de VRAM no debe evaluarse solo por el número de asignación promedio actual. La pregunta útil es si la tarjeta tiene suficiente margen de memoria para las resoluciones, la calidad de texturas, las funciones de ray tracing y las cargas de trabajo futuras que realmente piensas usar.",{"id":936,"data":937,"type":544},"p-buy-2",{"text":938},"Al mismo tiempo, comprar más VRAM no compensa un rendimiento de cómputo de GPU insuficiente. Una tarjeta puede tener memoria abundante y seguir siendo demasiado lenta para la carga de trabajo de renderizado objetivo.",{"id":940,"data":941,"type":544},"p-buy-3",{"text":942},"La capacidad y el cómputo resuelven restricciones diferentes.",{"id":944,"data":945,"type":568},"h-change",{"text":946,"level":47},"¿Qué cambiaría esta respuesta?",{"id":948,"data":949,"type":544},"p-change-1",{"text":950},"Las arquitecturas de memoria unificada cambian la topología física de la memoria porque la CPU y la GPU pueden compartir un grupo común de forma más directa. La distinción entre capacidad y presupuesto sigue importando, pero el modelo de costos difiere del de una GPU discreta convencional.",{"id":952,"data":953,"type":544},"p-change-2",{"text":954},"Los futuros sistemas de memoria de GPU también pueden mejorar la gestión de fallos, la compresión, el streaming o el acceso entre grupos. La penalización de rendimiento exacta de la presión de memoria puede cambiar, pero la distinción central entre capacidad, conjunto de trabajo activo y presión de residencia sigue siendo útil.",{"id":956,"data":957,"type":568},"h-limit",{"text":958,"level":47},"Limitaciones",{"id":960,"data":961,"type":544},"p-limit-1",{"text":962},"Las herramientas de monitoreo para consumidores no todas exponen las mismas definiciones de memoria. “Asignado”, “uso dedicado”, “presupuesto”, “comprometido” y “residente” pueden referirse a diferentes capas de la gestión de memoria.",{"id":964,"data":965,"type":544},"p-limit-2",{"text":966},"Usa una herramienta de forma consistente y lee sus definiciones de métricas antes de comparar números entre sistemas o reseñas.",{"id":968,"data":969,"type":568},"h-conclusion",{"text":970,"level":47},"Conclusión",{"id":972,"data":973,"type":544},"p-conc-1",{"text":974},"Un medidor de VRAM casi lleno no es automáticamente un problema, y un medidor que no está del todo lleno no garantiza seguridad.",{"id":976,"data":977,"type":544},"p-conc-2",{"text":978},"La verdadera pregunta es si los recursos activos del juego permanecen estables dentro del presupuesto de memoria actual. Mide los tiempos de fotograma, observa el presupuesto cuando sea posible, prueba configuraciones que consumen mucha memoria y busca una correlación repetible. Los problemas de VRAM tienen que ver con la presión de residencia y el movimiento, no solo con el número impreso junto a “memoria de GPU usada”.",{"id":980,"data":981,"type":568},"h-faq",{"text":982,"level":47},"Preguntas frecuentes",{"id":984,"data":985,"type":984},"faq",{"items":986,"title":1011},[987,991,995,999,1003,1007],{"id":988,"answer":989,"question":990},"faq1","No. Un uso elevado reportado puede ser normal si el conjunto de trabajo del juego permanece residente y la entrega de fotogramas es estable.","¿Un uso del 100% de VRAM siempre es malo?",{"id":992,"answer":993,"question":994},"faq2","Sí. El presupuesto de residencia efectivo puede ser inferior a la capacidad física y puede cambiar a medida que otros procesos y condiciones del sistema cambian.","¿Puede un juego quedarse sin VRAM utilizable antes de que el contador alcance la capacidad total de la tarjeta?",{"id":996,"answer":997,"question":998},"faq3","La calidad de las texturas puede reducir la presión de memoria y los eventos de fotogramas lentos incluso cuando el rendimiento promedio está limitado por la CPU o el cómputo de la GPU.","¿Por qué reducir las texturas a veces soluciona el stutter pero no aumenta los FPS promedio?",{"id":1000,"answer":1001,"question":1002},"faq4","La memoria del sistema puede ser utilizada por cargas de trabajo gráficas, pero no tiene las mismas características de rendimiento que la VRAM local del dispositivo en una GPU dedicada.","¿La memoria GPU compartida compensa una VRAM baja?",{"id":1004,"answer":1005,"question":1006},"faq5","Utilice capturas repetibles, compare los picos de tiempo de fotograma con el presupuesto\u002Fuso de memoria, y pruebe si reducir las configuraciones que consumen mucha memoria elimina los mismos tirones.","¿Cómo puedo saber si el stutter realmente es causado por la VRAM?",{"id":1008,"answer":1009,"question":1010},"faq6","Depende de la resolución, la configuración, el ray tracing, los recursos, los mods y el comportamiento del motor. Un requisito útil siempre debe incluir esas condiciones.","¿Cuánta VRAM necesita realmente un juego?","Uso de VRAM, presupuestos y stutter",{"id":1013,"data":1014,"type":568},"h-glossary",{"text":1015,"level":47},"Glosario",{"id":1017,"data":1018,"type":1017},"glossary",{"title":1019,"entries":1020},"Términos clave de VRAM",[1021,1025,1029,1032,1036,1040,1044],{"term":1022,"anchor":1023,"definition":1024},"Capacidad de VRAM","vram-capacity","La memoria de video discreta física instalada en una tarjeta gráfica.",{"term":1026,"anchor":1027,"definition":1028},"Residencia","residency","El estado en el que un recurso de GPU es actualmente accesible por la GPU en el grupo de memoria física relevante.",{"term":594,"anchor":1030,"definition":1031},"residency-budget","La cantidad de memoria física accesible por la GPU que se espera que un proceso mantenga residente en un momento dado bajo la política de gestión de memoria del sistema operativo.",{"term":1033,"anchor":1034,"definition":1035},"Conjunto de trabajo","working-set","Los recursos que el juego necesita activamente para su carga de trabajo actual.",{"term":1037,"anchor":1038,"definition":1039},"Desalojo","eviction","Eliminar un recurso de la residencia activa para que la memoria pueda usarse para otros recursos.",{"term":1041,"anchor":1042,"definition":1043},"Escalera de presión de VRAM","vram-pressure-ladder","Un modelo de Figure Rocks que describe la progresión desde un margen cómodo hasta una residencia inestable y fallos visibles relacionados con la memoria.",{"term":1045,"anchor":1046,"definition":1047},"Prueba de estabilidad de residencia","residency-stability-test","Un flujo de trabajo de Figure Rocks para correlacionar problemas de tiempo de fotograma con el presupuesto de VRAM, el uso, el desbordamiento y cambios controlados en la configuración de memoria.",{"id":1049,"data":1050,"type":568},"h-sources",{"text":1051,"level":47},"Fuentes primarias",{"id":1053,"data":1054,"type":1060},"src-ms-residency",{"link":1055,"meta":1056},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency",{"image":1057,"title":1058,"description":1059},{"url":13},"Microsoft Learn — Residencia de Direct3D 12","Documentación oficial de Microsoft que cubre presupuestos de residencia, recursos de montón, desalojo y el comportamiento de la memoria de video discreta bajo presión.","linkTool",{"id":1062,"data":1063,"type":1060},"src-ms-budget",{"link":1064,"meta":1065},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets",{"image":1066,"title":1067,"description":1068},{"url":13},"Microsoft Learn — Presupuestos de residencia de procesos","Documentación oficial de controladores de Windows que explica los presupuestos de memoria de procesos WDDM y cómo las aplicaciones dimensionan los recursos residentes.",{"id":1070,"data":1071,"type":1060},"src-ms-memory",{"link":1072,"meta":1073},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management",{"image":1074,"title":1075,"description":1076},{"url":13},"Microsoft Learn — Gestión de memoria en Direct3D 12","Descripción general oficial de la gestión de memoria de Direct3D 12 y la estrategia de clasificar-presupuestar-transmitir.",{"id":1078,"data":1079,"type":1060},"src-ms-makeresident",{"link":1080,"meta":1081},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident",{"image":1082,"title":1083,"description":1084},{"url":13},"Microsoft Learn — ID3D12Device::MakeResident","Documentación oficial de la API que describe la paginación de recursos en el grupo de memoria adecuado y la gestión de la residencia.",{"id":1086,"data":1087,"type":1060},"src-nvidia-nsight",{"link":1088,"meta":1089},"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F",{"image":1090,"title":1091,"description":1092},{"url":13},"NVIDIA Nsight Systems — Guía del usuario","Documentación oficial de NVIDIA que expone el uso de VRAM y memoria del sistema WDDM, presupuestos de memoria y análisis de Frame Health para la investigación de stutter.","2.31","Ver 7,8 GB usados en una tarjeta gráfica de 8 GB puede parecer una prueba de que un juego se ha quedado sin VRAM. No es tan sencillo. Esta guía explica la capacidad de VRAM, los presupuestos de residencia, los conjuntos de trabajo, la memoria compartida y cómo determinar si la presión de memoria está causando realmente tirones.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg","PUBLISHED","2026-09-25T18:33:00.000Z","2026-09-25T22:33:38.331Z","2026-09-25T22:38:02.913Z",{"en":1102,"de":1103,"sr":1104,"es":1105,"fr":1106,"it":1107,"ru":1108,"zh":1109},"\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fde\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fsr\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fes\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Ffr\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fit\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fru\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u002Fzh\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story",[1111,1115,1119,1123,1127],{"id":1112,"name":1113,"slug":1114},152,"VRAM y streaming","vram-and-streaming",{"id":1116,"name":1117,"slug":1118},330,"Correcciones de streaming e IO","streaming-and-io-fixes",{"id":1120,"name":1121,"slug":1122},63,"Tirones de streaming","streaming-stutter",{"id":1124,"name":1125,"slug":1126},62,"Tirones de sombreadores","shader-stutter",{"id":1128,"name":1129,"slug":1130},328,"Identificar el tipo de tirón","identify-stutter-type",{"id":283,"login":1132,"email":1133,"displayName":1134},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1136,1552],{"lang":8,"title":1137,"content":1138,"contentJson":1139,"excerpt":1551},"VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","{\"time\":1790375269866,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"Seeing 7.8 GB used on an 8 GB graphics card can look like proof that the game has “run out of VRAM.” It is not that simple. Modern graphics APIs, drivers and operating systems manage video memory through budgets, residency and multiple memory pools. A high allocation or usage number can be normal, while a lower number can still hide a real memory-pressure problem.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>VRAM usage is not the same thing as VRAM requirement.\u003C\u002Fstrong> What matters is whether the game can keep the resources it needs resident inside the available memory budget without repeated eviction, paging or other stalls. A nearly full VRAM graph can be healthy; unstable residency under pressure can produce stutter even before a simple counter reaches the card's advertised capacity.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"model-note\",\"data\":{\"body\":\"The VRAM Pressure Ladder and Residency Stability Test below are practical Figure Rocks diagnostic models. They are not formal Microsoft or NVIDIA terminology.\",\"title\":\"The model used in this article\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-three\",\"data\":{\"text\":\"Three numbers are often confused: capacity, budget and usage\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-three-1\",\"data\":{\"text\":\"The number printed on the graphics card is physical video-memory capacity. Windows and the graphics driver also expose a memory budget: the amount a process can reasonably keep resident at that moment. The application then consumes some portion of that budget with textures, render targets, buffers, acceleration structures and other GPU resources.\"},\"type\":\"paragraph\"},{\"id\":\"p-three-2\",\"data\":{\"text\":\"Microsoft's Direct3D 12 residency documentation states that the available video-memory budget can fluctuate as background processes wake and sleep or when focus changes between applications. That means the practical memory available to a game is not always a fixed number equal to the sticker on the GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-three-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.\"},\"type\":\"paragraph\"},{\"id\":\"three-table\",\"data\":{\"rows\":[{\"id\":\"capacity\",\"label\":\"Physical VRAM capacity\",\"values\":{\"changes\":\"No\",\"meaning\":\"The card's installed discrete video memory\",\"mistake\":\"Assuming the game can always use every byte freely\"}},{\"id\":\"budget\",\"label\":\"Residency budget\",\"values\":{\"changes\":\"Yes\",\"meaning\":\"The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently\",\"mistake\":\"Treating it as identical to physical capacity\"}},{\"id\":\"usage\",\"label\":\"Current usage \u002F allocation\",\"values\":{\"changes\":\"Constantly\",\"meaning\":\"Memory currently consumed or allocated by the process\u002Ftool's accounting model\",\"mistake\":\"Treating a high number as automatic proof of exhaustion\"}}],\"title\":\"Capacity vs budget vs usage\",\"layout\":\"table\",\"columns\":[{\"id\":\"meaning\",\"label\":\"What it means\"},{\"id\":\"changes\",\"label\":\"Can it change during play?\"},{\"id\":\"mistake\",\"label\":\"Common mistake\"}]},\"type\":\"comparison\"},{\"id\":\"h-alloc\",\"data\":{\"text\":\"Allocated memory is not automatically memory the game cannot live without\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-alloc-1\",\"data\":{\"text\":\"Games can keep assets available because unused VRAM has little value by itself. A game may cache textures, geometry or temporary resources so they are ready if needed.\"},\"type\":\"paragraph\"},{\"id\":\"p-alloc-2\",\"data\":{\"text\":\"This is why “my game uses almost all my VRAM” is not, by itself, a diagnosis. The useful question is whether the working set remains stable inside the budget and whether the system must repeatedly move or recreate resources.\"},\"type\":\"paragraph\"},{\"id\":\"better-question\",\"data\":{\"body\":\"Do not ask only \u003Cstrong>“How much VRAM is used?”\u003C\u002Fstrong> Ask \u003Cstrong>“Is the game under residency pressure, and does that pressure correlate with slow frames?”\u003C\u002Fstrong>\",\"title\":\"The better question\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-residency\",\"data\":{\"text\":\"What residency actually means\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-res-1\",\"data\":{\"text\":\"Microsoft defines a resource as resident when it is accessible by the GPU. Direct3D 12 applications have to manage the relationship between their GPU-accessible resources and the current residency budget.\"},\"type\":\"paragraph\"},{\"id\":\"p-res-2\",\"data\":{\"text\":\"When pressure rises, resources can be evicted from fast-access residency. Microsoft notes that on discrete GPUs the kernel can move some heaps from video memory toward system memory as an extreme fallback, but applications are expected to stay within budget rather than rely on over-budget behavior.\"},\"type\":\"paragraph\"},{\"id\":\"p-res-3\",\"data\":{\"text\":\"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.\"},\"type\":\"paragraph\"},{\"id\":\"h-ladder\",\"data\":{\"text\":\"The VRAM Pressure Ladder\",\"level\":2},\"type\":\"header\"},{\"id\":\"pressure-ladder\",\"data\":{\"steps\":[{\"label\":\"1. Headroom\",\"description\":\"The working set fits comfortably inside the current budget.\"},{\"label\":\"2. High but stable residency\",\"description\":\"VRAM usage is high, but required resources remain resident and frame delivery is stable.\"},{\"label\":\"3. Budget pressure\",\"description\":\"The game approaches the current budget and has less room for additional resources or transient spikes.\"},{\"label\":\"4. Eviction and replacement\",\"description\":\"Resources must be removed, recreated, streamed or moved as the working set changes.\"},{\"label\":\"5. Cross-pool fallback\",\"description\":\"Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.\"},{\"label\":\"6. Visible failure\",\"description\":\"Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.\"}],\"title\":\"From healthy usage to disruptive memory pressure\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-textures\",\"data\":{\"text\":\"Why textures are the first setting people blame\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-tex-1\",\"data\":{\"text\":\"Texture quality often has a strong relationship with memory footprint because higher-resolution texture assets require more storage. That makes texture quality a sensible test when VRAM pressure is suspected.\"},\"type\":\"paragraph\"},{\"id\":\"p-tex-2\",\"data\":{\"text\":\"But texture quality is not the only consumer. Render targets, geometry buffers, shadow maps, ray-tracing acceleration structures, frame-generation or reconstruction resources, caches and engine-specific allocations also compete for memory.\"},\"type\":\"paragraph\"},{\"id\":\"p-tex-3\",\"data\":{\"text\":\"So a game can exceed a comfortable memory budget even with moderate textures, and another game can run near physical capacity without visible trouble because its residency strategy is efficient.\"},\"type\":\"paragraph\"},{\"id\":\"h-pools\",\"data\":{\"text\":\"Dedicated VRAM and system memory are different pools\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-pool-1\",\"data\":{\"text\":\"On a discrete GPU, dedicated VRAM is physically attached to the graphics card. System RAM sits on the CPU side of the platform.\"},\"type\":\"paragraph\"},{\"id\":\"p-pool-2\",\"data\":{\"text\":\"Microsoft's D3D12 documentation describes discrete adapters as having separate memory pools and warns that shifting heaps away from video memory should be treated as a last resort rather than a normal performance strategy.\"},\"type\":\"paragraph\"},{\"id\":\"p-pool-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems exposes separate Windows graphs for GPU VRAM and WDDM system memory, which is useful when diagnosing whether memory pressure is spilling beyond the device-local pool.\"},\"type\":\"paragraph\"},{\"id\":\"h-shared\",\"data\":{\"text\":\"Shared GPU memory does not turn an 8 GB card into a 24 GB card\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-shared-1\",\"data\":{\"text\":\"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.\"},\"type\":\"paragraph\"},{\"id\":\"p-shared-2\",\"data\":{\"text\":\"The two pools differ in physical location, access path, latency and bandwidth. A graphics workload that has to rely on host memory is not in the same situation as one whose active resources remain in device-local memory.\"},\"type\":\"paragraph\"},{\"id\":\"shared-warning\",\"data\":{\"body\":\"Adding “Dedicated GPU memory” and “Shared GPU memory” produces an addressable total, not a pool with uniform performance characteristics.\",\"title\":\"Task Manager totals can be misleading\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-before100\",\"data\":{\"text\":\"Why a game can stutter before VRAM reads 100%\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-before-1\",\"data\":{\"text\":\"The residency budget can be lower than the physical capacity, and it can change while the game is running. Background GPU applications, overlays, browsers, capture tools or another process can alter the amount of memory available to the game.\"},\"type\":\"paragraph\"},{\"id\":\"p-before-2\",\"data\":{\"text\":\"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.\"},\"type\":\"paragraph\"},{\"id\":\"p-before-3\",\"data\":{\"text\":\"Microsoft explicitly notes that the budget can fluctuate and that going over budget can cause a process to be intermittently frozen so other applications can run, or cause resource creation to fail.\"},\"type\":\"paragraph\"},{\"id\":\"h-fullsmooth\",\"data\":{\"text\":\"Why 100% reported usage can still be smooth\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-full-1\",\"data\":{\"text\":\"The reverse is also possible. A game or driver can reserve or retain memory aggressively while still keeping the working set healthy.\"},\"type\":\"paragraph\"},{\"id\":\"p-full-2\",\"data\":{\"text\":\"If frame times remain stable, texture streaming behaves normally and the game stays within its effective residency budget, the high number may simply indicate that available memory is being used productively.\"},\"type\":\"paragraph\"},{\"id\":\"p-full-3\",\"data\":{\"text\":\"A full-looking graph is a signal to investigate, not a verdict.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The Residency Stability Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"residency-test\",\"data\":{\"steps\":[{\"label\":\"1. Reproduce the stutter\",\"description\":\"Use the same location, camera movement or traversal path so memory behavior is comparable.\"},{\"label\":\"2. Record frame time\",\"description\":\"Identify exactly when the slow frames occur instead of relying on average FPS.\"},{\"label\":\"3. Watch VRAM usage and budget\",\"description\":\"If your tool exposes both, compare current consumption with the available budget.\"},{\"label\":\"4. Watch system-memory spillover\",\"description\":\"Look for host-memory growth or other signs that the graphics working set is no longer comfortably device-local.\"},{\"label\":\"5. Lower a memory-heavy setting\",\"description\":\"Reduce texture resolution or another setting known to reduce memory footprint.\"},{\"label\":\"6. Repeat the same route\",\"description\":\"A meaningful improvement should reduce the same spikes under the same conditions.\"},{\"label\":\"7. Separate capacity from streaming\",\"description\":\"If the problem only occurs when entering new areas, asset streaming or compilation may be involved even if memory usage is high.\"}],\"title\":\"Check whether VRAM is actually causing the problem\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-correlation\",\"data\":{\"text\":\"Frame-time correlation matters more than the peak number\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-corr-1\",\"data\":{\"text\":\"Suppose VRAM reaches 7.7 GB and stays there for twenty minutes while the game is smooth. That peak alone is weak evidence.\"},\"type\":\"paragraph\"},{\"id\":\"p-corr-2\",\"data\":{\"text\":\"Now suppose every camera turn into a new area causes system-memory traffic to rise and produces a 60 ms frame spike. That correlation is much more useful.\"},\"type\":\"paragraph\"},{\"id\":\"p-corr-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems includes a Frame Health view specifically intended to surface unusually slow actions in frames, including memory mapping among other causes. Pairing timing evidence with memory evidence is far stronger than reading one capacity graph in isolation.\"},\"type\":\"paragraph\"},{\"id\":\"h-streaming\",\"data\":{\"text\":\"Memory pressure and asset streaming can look similar\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-stream-1\",\"data\":{\"text\":\"A game that streams a new area from storage can hitch even when it has sufficient VRAM. A game under VRAM pressure can also hitch while replacing resident resources. From the player's perspective both can look like “texture-loading stutter.”\"},\"type\":\"paragraph\"},{\"id\":\"p-stream-2\",\"data\":{\"text\":\"The difference matters because the fixes are different. Lowering textures can help a memory-residency problem but may do little for a shader-compilation stall or storage-side asset decompression.\"},\"type\":\"paragraph\"},{\"id\":\"similar-table\",\"data\":{\"rows\":[{\"id\":\"vram\",\"label\":\"VRAM pressure\",\"values\":{\"test\":\"Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers\",\"pattern\":\"Stutter worsens near memory budget; lower memory settings help\"}},{\"id\":\"storage\",\"label\":\"Asset streaming\",\"values\":{\"test\":\"Repeat path; compare storage activity and later passes\",\"pattern\":\"Spikes cluster around traversal into new areas\"}},{\"id\":\"shader\",\"label\":\"Shader compilation\",\"values\":{\"test\":\"Repeat identical effect or area after caches are populated\",\"pattern\":\"First encounter with an effect is worse than repeat encounters\"}},{\"id\":\"cpu\",\"label\":\"CPU-side decompression \u002F setup\",\"values\":{\"test\":\"Compare CPU\u002FGPU timing during the hitch\",\"pattern\":\"GPU may wait while CPU-side work spikes\"}}],\"title\":\"Similar symptom, different cause\",\"layout\":\"table\",\"columns\":[{\"id\":\"pattern\",\"label\":\"Typical pattern\"},{\"id\":\"test\",\"label\":\"Useful test\"}]},\"type\":\"comparison\"},{\"id\":\"h-texturefix\",\"data\":{\"text\":\"Why lowering textures can fix stutter without raising average FPS much\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-tfix-1\",\"data\":{\"text\":\"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.\"},\"type\":\"paragraph\"},{\"id\":\"p-tfix-2\",\"data\":{\"text\":\"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.\"},\"type\":\"paragraph\"},{\"id\":\"p-tfix-3\",\"data\":{\"text\":\"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.\"},\"type\":\"paragraph\"},{\"id\":\"h-matrix\",\"data\":{\"text\":\"A practical VRAM diagnosis matrix\",\"level\":2},\"type\":\"header\"},{\"id\":\"diag-matrix\",\"data\":{\"content\":[[\"Observation\",\"What it suggests\",\"Confidence\"],[\"High VRAM usage, stable frame times\",\"Could be normal caching or stable residency\",\"Low evidence of a problem\"],[\"High usage + budget pressure + repeatable stutter\",\"Memory pressure becomes plausible\",\"Moderate to strong\"],[\"Lower textures remove stutter\",\"Memory footprint was likely involved\",\"Strong diagnostic signal\"],[\"Lower textures change nothing\",\"Look at streaming, shaders, CPU\u002FGPU timing or another cause\",\"Moves suspicion elsewhere\"],[\"System-memory use rises during hitches\",\"Possible cross-pool pressure or related memory movement\",\"Useful correlation, not proof\"],[\"Stutter only on first traversal\",\"Compilation\u002Fstreaming becomes more plausible\",\"Needs repeated-run test\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"h-requirement\",\"data\":{\"text\":\"The “VRAM requirement” number is always workload-dependent\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-req-1\",\"data\":{\"text\":\"There is no single universal VRAM requirement for a game independent of settings and workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-req-2\",\"data\":{\"text\":\"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.\"},\"type\":\"paragraph\"},{\"id\":\"p-req-3\",\"data\":{\"text\":\"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.\"},\"type\":\"paragraph\"},{\"id\":\"h-buying\",\"data\":{\"text\":\"Why this matters when buying a GPU\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-buy-1\",\"data\":{\"text\":\"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.\"},\"type\":\"paragraph\"},{\"id\":\"p-buy-2\",\"data\":{\"text\":\"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-buy-3\",\"data\":{\"text\":\"Capacity and compute solve different constraints.\"},\"type\":\"paragraph\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"No. High reported usage can be normal if the game's working set remains resident and frame delivery is stable.\",\"question\":\"Is 100% VRAM usage always bad?\"},{\"id\":\"faq2\",\"answer\":\"Yes. The effective residency budget can be lower than physical capacity and can change as other processes and system conditions change.\",\"question\":\"Can a game run out of usable VRAM before the counter reaches the card's full capacity?\"},{\"id\":\"faq3\",\"answer\":\"Texture quality can reduce memory pressure and slow-frame events even when average throughput is limited by CPU or GPU compute.\",\"question\":\"Why does lowering textures sometimes fix stutter but not increase average FPS?\"},{\"id\":\"faq4\",\"answer\":\"System memory can be used by graphics workloads, but it does not have the same performance characteristics as device-local VRAM on a discrete GPU.\",\"question\":\"Does shared GPU memory make up for low VRAM?\"},{\"id\":\"faq5\",\"answer\":\"Use repeatable captures, compare frame-time spikes with memory budget\u002Fusage, and test whether reducing memory-heavy settings removes the same hitches.\",\"question\":\"How can I tell whether stutter is really caused by VRAM?\"},{\"id\":\"faq6\",\"answer\":\"It depends on resolution, settings, ray tracing, assets, mods and engine behavior. A useful requirement should always include those conditions.\",\"question\":\"How much VRAM does a game really need?\"}],\"title\":\"VRAM usage, budgets and stutter\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key VRAM terms\",\"entries\":[{\"term\":\"VRAM capacity\",\"anchor\":\"vram-capacity\",\"definition\":\"The physical discrete video memory installed on a graphics card.\"},{\"term\":\"Residency\",\"anchor\":\"residency\",\"definition\":\"The state in which a GPU resource is currently accessible by the GPU in the relevant physical memory pool.\"},{\"term\":\"Residency budget\",\"anchor\":\"residency-budget\",\"definition\":\"The amount of GPU-accessible physical memory a process is expected to keep resident at a given time under the operating system's memory-management policy.\"},{\"term\":\"Working set\",\"anchor\":\"working-set\",\"definition\":\"The resources actively needed by the game for its current workload.\"},{\"term\":\"Eviction\",\"anchor\":\"eviction\",\"definition\":\"Removing a resource from active residency so memory can be used for other resources.\"},{\"term\":\"VRAM Pressure Ladder\",\"anchor\":\"vram-pressure-ladder\",\"definition\":\"A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.\"},{\"term\":\"Residency Stability Test\",\"anchor\":\"residency-stability-test\",\"definition\":\"A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-ms-residency\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Direct3D 12 Residency\",\"description\":\"Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-budget\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Process Residency Budgets\",\"description\":\"Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-memory\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Memory Management in Direct3D 12\",\"description\":\"Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-makeresident\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — ID3D12Device::MakeResident\",\"description\":\"Official API documentation describing paging resources into the appropriate memory pool and managing residency.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-nsight\",\"data\":{\"link\":\"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Nsight Systems — User Guide\",\"description\":\"Official NVIDIA documentation exposing VRAM and WDDM system-memory usage, memory budgets and Frame Health analysis for stutter investigation.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1140,"blocks":1141,"version":1550},1790375269866,[1142,1145,1149,1153,1156,1159,1162,1165,1168,1188,1191,1194,1197,1201,1204,1207,1210,1213,1216,1238,1241,1244,1247,1250,1253,1256,1259,1262,1265,1268,1271,1275,1278,1281,1284,1287,1290,1293,1296,1299,1302,1327,1330,1333,1336,1339,1342,1345,1348,1369,1372,1375,1378,1381,1384,1415,1418,1421,1424,1427,1430,1433,1436,1439,1442,1445,1448,1451,1454,1457,1460,1463,1466,1469,1491,1494,1518,1521,1527,1533,1539,1544],{"id":541,"data":1143,"type":544},{"text":1144},"Seeing 7.8 GB used on an 8 GB graphics card can look like proof that the game has “run out of VRAM.” It is not that simple. Modern graphics APIs, drivers and operating systems manage video memory through budgets, residency and multiple memory pools. A high allocation or usage number can be normal, while a lower number can still hide a real memory-pressure problem.",{"id":546,"data":1146,"type":551},{"body":1147,"title":1148,"variant":550},"\u003Cstrong>VRAM usage is not the same thing as VRAM requirement.\u003C\u002Fstrong> What matters is whether the game can keep the resources it needs resident inside the available memory budget without repeated eviction, paging or other stalls. A nearly full VRAM graph can be healthy; unstable residency under pressure can produce stutter even before a simple counter reaches the card's advertised capacity.","Direct answer",{"id":553,"data":1150,"type":551},{"body":1151,"title":1152,"variant":557},"The VRAM Pressure Ladder and Residency Stability Test below are practical Figure Rocks diagnostic models. They are not formal Microsoft or NVIDIA terminology.","The model used in this article",{"id":559,"data":1154,"type":563},{"title":1155,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1157,"type":568},{"text":1158,"level":47},"Three numbers are often confused: capacity, budget and usage",{"id":570,"data":1160,"type":544},{"text":1161},"The number printed on the graphics card is physical video-memory capacity. Windows and the graphics driver also expose a memory budget: the amount a process can reasonably keep resident at that moment. The application then consumes some portion of that budget with textures, render targets, buffers, acceleration structures and other GPU resources.",{"id":574,"data":1163,"type":544},{"text":1164},"Microsoft's Direct3D 12 residency documentation states that the available video-memory budget can fluctuate as background processes wake and sleep or when focus changes between applications. That means the practical memory available to a game is not always a fixed number equal to the sticker on the GPU.",{"id":578,"data":1166,"type":544},{"text":1167},"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.",{"id":582,"data":1169,"type":618},{"rows":1170,"title":1180,"layout":607,"columns":1181},[1171,1174,1177],{"id":586,"label":1172,"values":1173},"Physical VRAM capacity",{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":1175,"values":1176},"Residency budget",{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":1178,"values":1179},"Current usage \u002F allocation",{"changes":603,"meaning":604,"mistake":605},"Capacity vs budget vs usage",[1182,1184,1186],{"id":610,"label":1183},"What it means",{"id":613,"label":1185},"Can it change during play?",{"id":616,"label":1187},"Common mistake",{"id":620,"data":1189,"type":568},{"text":1190,"level":47},"Allocated memory is not automatically memory the game cannot live without",{"id":624,"data":1192,"type":544},{"text":1193},"Games can keep assets available because unused VRAM has little value by itself. A game may cache textures, geometry or temporary resources so they are ready if needed.",{"id":628,"data":1195,"type":544},{"text":1196},"This is why “my game uses almost all my VRAM” is not, by itself, a diagnosis. The useful question is whether the working set remains stable inside the budget and whether the system must repeatedly move or recreate resources.",{"id":632,"data":1198,"type":551},{"body":1199,"title":1200,"variant":636},"Do not ask only \u003Cstrong>“How much VRAM is used?”\u003C\u002Fstrong> Ask \u003Cstrong>“Is the game under residency pressure, and does that pressure correlate with slow frames?”\u003C\u002Fstrong>","The better question",{"id":638,"data":1202,"type":568},{"text":1203,"level":47},"What residency actually means",{"id":642,"data":1205,"type":544},{"text":1206},"Microsoft defines a resource as resident when it is accessible by the GPU. Direct3D 12 applications have to manage the relationship between their GPU-accessible resources and the current residency budget.",{"id":646,"data":1208,"type":544},{"text":1209},"When pressure rises, resources can be evicted from fast-access residency. Microsoft notes that on discrete GPUs the kernel can move some heaps from video memory toward system memory as an extreme fallback, but applications are expected to stay within budget rather than rely on over-budget behavior.",{"id":650,"data":1211,"type":544},{"text":1212},"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.",{"id":654,"data":1214,"type":568},{"text":1215,"level":47},"The VRAM Pressure Ladder",{"id":658,"data":1217,"type":681},{"steps":1218,"title":1237,"orientation":680},[1219,1222,1225,1228,1231,1234],{"label":1220,"description":1221},"1. Headroom","The working set fits comfortably inside the current budget.",{"label":1223,"description":1224},"2. High but stable residency","VRAM usage is high, but required resources remain resident and frame delivery is stable.",{"label":1226,"description":1227},"3. Budget pressure","The game approaches the current budget and has less room for additional resources or transient spikes.",{"label":1229,"description":1230},"4. Eviction and replacement","Resources must be removed, recreated, streamed or moved as the working set changes.",{"label":1232,"description":1233},"5. Cross-pool fallback","Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.",{"label":1235,"description":1236},"6. Visible failure","Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.","From healthy usage to disruptive memory pressure",{"id":683,"data":1239,"type":568},{"text":1240,"level":47},"Why textures are the first setting people blame",{"id":687,"data":1242,"type":544},{"text":1243},"Texture quality often has a strong relationship with memory footprint because higher-resolution texture assets require more storage. That makes texture quality a sensible test when VRAM pressure is suspected.",{"id":691,"data":1245,"type":544},{"text":1246},"But texture quality is not the only consumer. Render targets, geometry buffers, shadow maps, ray-tracing acceleration structures, frame-generation or reconstruction resources, caches and engine-specific allocations also compete for memory.",{"id":695,"data":1248,"type":544},{"text":1249},"So a game can exceed a comfortable memory budget even with moderate textures, and another game can run near physical capacity without visible trouble because its residency strategy is efficient.",{"id":699,"data":1251,"type":568},{"text":1252,"level":47},"Dedicated VRAM and system memory are different pools",{"id":703,"data":1254,"type":544},{"text":1255},"On a discrete GPU, dedicated VRAM is physically attached to the graphics card. System RAM sits on the CPU side of the platform.",{"id":707,"data":1257,"type":544},{"text":1258},"Microsoft's D3D12 documentation describes discrete adapters as having separate memory pools and warns that shifting heaps away from video memory should be treated as a last resort rather than a normal performance strategy.",{"id":711,"data":1260,"type":544},{"text":1261},"NVIDIA Nsight Systems exposes separate Windows graphs for GPU VRAM and WDDM system memory, which is useful when diagnosing whether memory pressure is spilling beyond the device-local pool.",{"id":715,"data":1263,"type":568},{"text":1264,"level":47},"Shared GPU memory does not turn an 8 GB card into a 24 GB card",{"id":719,"data":1266,"type":544},{"text":1267},"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.",{"id":723,"data":1269,"type":544},{"text":1270},"The two pools differ in physical location, access path, latency and bandwidth. A graphics workload that has to rely on host memory is not in the same situation as one whose active resources remain in device-local memory.",{"id":727,"data":1272,"type":551},{"body":1273,"title":1274,"variant":731},"Adding “Dedicated GPU memory” and “Shared GPU memory” produces an addressable total, not a pool with uniform performance characteristics.","Task Manager totals can be misleading",{"id":733,"data":1276,"type":568},{"text":1277,"level":47},"Why a game can stutter before VRAM reads 100%",{"id":737,"data":1279,"type":544},{"text":1280},"The residency budget can be lower than the physical capacity, and it can change while the game is running. Background GPU applications, overlays, browsers, capture tools or another process can alter the amount of memory available to the game.",{"id":741,"data":1282,"type":544},{"text":1283},"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.",{"id":745,"data":1285,"type":544},{"text":1286},"Microsoft explicitly notes that the budget can fluctuate and that going over budget can cause a process to be intermittently frozen so other applications can run, or cause resource creation to fail.",{"id":749,"data":1288,"type":568},{"text":1289,"level":47},"Why 100% reported usage can still be smooth",{"id":753,"data":1291,"type":544},{"text":1292},"The reverse is also possible. A game or driver can reserve or retain memory aggressively while still keeping the working set healthy.",{"id":757,"data":1294,"type":544},{"text":1295},"If frame times remain stable, texture streaming behaves normally and the game stays within its effective residency budget, the high number may simply indicate that available memory is being used productively.",{"id":761,"data":1297,"type":544},{"text":1298},"A full-looking graph is a signal to investigate, not a verdict.",{"id":765,"data":1300,"type":568},{"text":1301,"level":47},"The Residency Stability Test",{"id":769,"data":1303,"type":681},{"steps":1304,"title":1326,"orientation":680},[1305,1308,1311,1314,1317,1320,1323],{"label":1306,"description":1307},"1. Reproduce the stutter","Use the same location, camera movement or traversal path so memory behavior is comparable.",{"label":1309,"description":1310},"2. Record frame time","Identify exactly when the slow frames occur instead of relying on average FPS.",{"label":1312,"description":1313},"3. Watch VRAM usage and budget","If your tool exposes both, compare current consumption with the available budget.",{"label":1315,"description":1316},"4. Watch system-memory spillover","Look for host-memory growth or other signs that the graphics working set is no longer comfortably device-local.",{"label":1318,"description":1319},"5. Lower a memory-heavy setting","Reduce texture resolution or another setting known to reduce memory footprint.",{"label":1321,"description":1322},"6. Repeat the same route","A meaningful improvement should reduce the same spikes under the same conditions.",{"label":1324,"description":1325},"7. Separate capacity from streaming","If the problem only occurs when entering new areas, asset streaming or compilation may be involved even if memory usage is high.","Check whether VRAM is actually causing the problem",{"id":795,"data":1328,"type":568},{"text":1329,"level":47},"Frame-time correlation matters more than the peak number",{"id":799,"data":1331,"type":544},{"text":1332},"Suppose VRAM reaches 7.7 GB and stays there for twenty minutes while the game is smooth. That peak alone is weak evidence.",{"id":803,"data":1334,"type":544},{"text":1335},"Now suppose every camera turn into a new area causes system-memory traffic to rise and produces a 60 ms frame spike. That correlation is much more useful.",{"id":807,"data":1337,"type":544},{"text":1338},"NVIDIA Nsight Systems includes a Frame Health view specifically intended to surface unusually slow actions in frames, including memory mapping among other causes. Pairing timing evidence with memory evidence is far stronger than reading one capacity graph in isolation.",{"id":811,"data":1340,"type":568},{"text":1341,"level":47},"Memory pressure and asset streaming can look similar",{"id":815,"data":1343,"type":544},{"text":1344},"A game that streams a new area from storage can hitch even when it has sufficient VRAM. A game under VRAM pressure can also hitch while replacing resident resources. From the player's perspective both can look like “texture-loading stutter.”",{"id":819,"data":1346,"type":544},{"text":1347},"The difference matters because the fixes are different. Lowering textures can help a memory-residency problem but may do little for a shader-compilation stall or storage-side asset decompression.",{"id":823,"data":1349,"type":618},{"rows":1350,"title":1363,"layout":607,"columns":1364},[1351,1354,1357,1360],{"id":827,"label":1352,"values":1353},"VRAM pressure",{"test":830,"pattern":831},{"id":833,"label":1355,"values":1356},"Asset streaming",{"test":836,"pattern":837},{"id":839,"label":1358,"values":1359},"Shader compilation",{"test":842,"pattern":843},{"id":845,"label":1361,"values":1362},"CPU-side decompression \u002F setup",{"test":848,"pattern":849},"Similar symptom, different cause",[1365,1367],{"id":853,"label":1366},"Typical pattern",{"id":856,"label":1368},"Useful test",{"id":859,"data":1370,"type":568},{"text":1371,"level":47},"Why lowering textures can fix stutter without raising average FPS much",{"id":863,"data":1373,"type":544},{"text":1374},"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.",{"id":867,"data":1376,"type":544},{"text":1377},"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.",{"id":871,"data":1379,"type":544},{"text":1380},"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.",{"id":875,"data":1382,"type":568},{"text":1383,"level":47},"A practical VRAM diagnosis matrix",{"id":879,"data":1385,"type":607},{"content":1386,"stretched":910,"withHeadings":15},[1387,1391,1395,1399,1403,1407,1411],[1388,1389,1390],"Observation","What it suggests","Confidence",[1392,1393,1394],"High VRAM usage, stable frame times","Could be normal caching or stable residency","Low evidence of a problem",[1396,1397,1398],"High usage + budget pressure + repeatable stutter","Memory pressure becomes plausible","Moderate to strong",[1400,1401,1402],"Lower textures remove stutter","Memory footprint was likely involved","Strong diagnostic signal",[1404,1405,1406],"Lower textures change nothing","Look at streaming, shaders, CPU\u002FGPU timing or another cause","Moves suspicion elsewhere",[1408,1409,1410],"System-memory use rises during hitches","Possible cross-pool pressure or related memory movement","Useful correlation, not proof",[1412,1413,1414],"Stutter only on first traversal","Compilation\u002Fstreaming becomes more plausible","Needs repeated-run test",{"id":912,"data":1416,"type":568},{"text":1417,"level":47},"The “VRAM requirement” number is always workload-dependent",{"id":916,"data":1419,"type":544},{"text":1420},"There is no single universal VRAM requirement for a game independent of settings and workload.",{"id":920,"data":1422,"type":544},{"text":1423},"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.",{"id":924,"data":1425,"type":544},{"text":1426},"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.",{"id":928,"data":1428,"type":568},{"text":1429,"level":47},"Why this matters when buying a GPU",{"id":932,"data":1431,"type":544},{"text":1432},"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.",{"id":936,"data":1434,"type":544},{"text":1435},"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.",{"id":940,"data":1437,"type":544},{"text":1438},"Capacity and compute solve different constraints.",{"id":944,"data":1440,"type":568},{"text":1441,"level":47},"What would change this answer?",{"id":948,"data":1443,"type":544},{"text":1444},"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.",{"id":952,"data":1446,"type":544},{"text":1447},"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.",{"id":956,"data":1449,"type":568},{"text":1450,"level":47},"Limitations",{"id":960,"data":1452,"type":544},{"text":1453},"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.",{"id":964,"data":1455,"type":544},{"text":1456},"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.",{"id":968,"data":1458,"type":568},{"text":1459,"level":47},"Conclusion",{"id":972,"data":1461,"type":544},{"text":1462},"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.",{"id":976,"data":1464,"type":544},{"text":1465},"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”",{"id":980,"data":1467,"type":568},{"text":1468,"level":47},"FAQ",{"id":984,"data":1470,"type":984},{"items":1471,"title":1490},[1472,1475,1478,1481,1484,1487],{"id":988,"answer":1473,"question":1474},"No. High reported usage can be normal if the game's working set remains resident and frame delivery is stable.","Is 100% VRAM usage always bad?",{"id":992,"answer":1476,"question":1477},"Yes. The effective residency budget can be lower than physical capacity and can change as other processes and system conditions change.","Can a game run out of usable VRAM before the counter reaches the card's full capacity?",{"id":996,"answer":1479,"question":1480},"Texture quality can reduce memory pressure and slow-frame events even when average throughput is limited by CPU or GPU compute.","Why does lowering textures sometimes fix stutter but not increase average FPS?",{"id":1000,"answer":1482,"question":1483},"System memory can be used by graphics workloads, but it does not have the same performance characteristics as device-local VRAM on a discrete GPU.","Does shared GPU memory make up for low VRAM?",{"id":1004,"answer":1485,"question":1486},"Use repeatable captures, compare frame-time spikes with memory budget\u002Fusage, and test whether reducing memory-heavy settings removes the same hitches.","How can I tell whether stutter is really caused by VRAM?",{"id":1008,"answer":1488,"question":1489},"It depends on resolution, settings, ray tracing, assets, mods and engine behavior. A useful requirement should always include those conditions.","How much VRAM does a game really need?","VRAM usage, budgets and stutter",{"id":1013,"data":1492,"type":568},{"text":1493,"level":47},"Glossary",{"id":1017,"data":1495,"type":1017},{"title":1496,"entries":1497},"Key VRAM terms",[1498,1501,1504,1506,1509,1512,1515],{"term":1499,"anchor":1023,"definition":1500},"VRAM capacity","The physical discrete video memory installed on a graphics card.",{"term":1502,"anchor":1027,"definition":1503},"Residency","The state in which a GPU resource is currently accessible by the GPU in the relevant physical memory pool.",{"term":1175,"anchor":1030,"definition":1505},"The amount of GPU-accessible physical memory a process is expected to keep resident at a given time under the operating system's memory-management policy.",{"term":1507,"anchor":1034,"definition":1508},"Working set","The resources actively needed by the game for its current workload.",{"term":1510,"anchor":1038,"definition":1511},"Eviction","Removing a resource from active residency so memory can be used for other resources.",{"term":1513,"anchor":1042,"definition":1514},"VRAM Pressure Ladder","A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.",{"term":1516,"anchor":1046,"definition":1517},"Residency Stability Test","A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.",{"id":1049,"data":1519,"type":568},{"text":1520,"level":47},"Primary sources",{"id":1053,"data":1522,"type":1060},{"link":1055,"meta":1523},{"image":1524,"title":1525,"description":1526},{"url":13},"Microsoft Learn — Direct3D 12 Residency","Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.",{"id":1062,"data":1528,"type":1060},{"link":1064,"meta":1529},{"image":1530,"title":1531,"description":1532},{"url":13},"Microsoft Learn — Process Residency Budgets","Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.",{"id":1070,"data":1534,"type":1060},{"link":1072,"meta":1535},{"image":1536,"title":1537,"description":1538},{"url":13},"Microsoft Learn — Memory Management in Direct3D 12","Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.",{"id":1078,"data":1540,"type":1060},{"link":1080,"meta":1541},{"image":1542,"title":1083,"description":1543},{"url":13},"Official API documentation describing paging resources into the appropriate memory pool and managing residency.",{"id":1086,"data":1545,"type":1060},{"link":1088,"meta":1546},{"image":1547,"title":1548,"description":1549},{"url":13},"NVIDIA Nsight Systems — User Guide","Official NVIDIA documentation exposing VRAM and WDDM system-memory usage, memory budgets and Frame Health analysis for stutter investigation.","2.31.0","Seeing 7.8 GB used on an 8 GB graphics card can look like proof that a game has run out of VRAM. It is not that simple. This guide explains VRAM capacity, residency budgets, working sets, shared memory and how to tell whether memory pressure is actually causing stutter.",{"lang":7,"title":534,"content":536,"contentJson":1553,"excerpt":1094},{"time":538,"blocks":1554,"version":1093},[1555,1557,1559,1561,1563,1565,1567,1569,1571,1584,1586,1588,1590,1592,1594,1596,1598,1600,1602,1611,1613,1615,1617,1619,1621,1623,1625,1627,1629,1631,1633,1635,1637,1639,1641,1643,1645,1647,1649,1651,1653,1663,1665,1667,1669,1671,1673,1675,1677,1691,1693,1695,1697,1699,1701,1711,1713,1715,1717,1719,1721,1723,1725,1727,1729,1731,1733,1735,1737,1739,1741,1743,1745,1747,1756,1758,1768,1770,1774,1778,1782,1786],{"id":541,"data":1556,"type":544},{"text":543},{"id":546,"data":1558,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1560,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1562,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1564,"type":568},{"text":567,"level":47},{"id":570,"data":1566,"type":544},{"text":572},{"id":574,"data":1568,"type":544},{"text":576},{"id":578,"data":1570,"type":544},{"text":580},{"id":582,"data":1572,"type":618},{"rows":1573,"title":606,"layout":607,"columns":1580},[1574,1576,1578],{"id":586,"label":587,"values":1575},{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":594,"values":1577},{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":601,"values":1579},{"changes":603,"meaning":604,"mistake":605},[1581,1582,1583],{"id":610,"label":611},{"id":613,"label":614},{"id":616,"label":617},{"id":620,"data":1585,"type":568},{"text":622,"level":47},{"id":624,"data":1587,"type":544},{"text":626},{"id":628,"data":1589,"type":544},{"text":630},{"id":632,"data":1591,"type":551},{"body":634,"title":635,"variant":636},{"id":638,"data":1593,"type":568},{"text":640,"level":47},{"id":642,"data":1595,"type":544},{"text":644},{"id":646,"data":1597,"type":544},{"text":648},{"id":650,"data":1599,"type":544},{"text":652},{"id":654,"data":1601,"type":568},{"text":656,"level":47},{"id":658,"data":1603,"type":681},{"steps":1604,"title":679,"orientation":680},[1605,1606,1607,1608,1609,1610],{"label":662,"description":663},{"label":665,"description":666},{"label":668,"description":669},{"label":671,"description":672},{"label":674,"description":675},{"label":677,"description":678},{"id":683,"data":1612,"type":568},{"text":685,"level":47},{"id":687,"data":1614,"type":544},{"text":689},{"id":691,"data":1616,"type":544},{"text":693},{"id":695,"data":1618,"type":544},{"text":697},{"id":699,"data":1620,"type":568},{"text":701,"level":47},{"id":703,"data":1622,"type":544},{"text":705},{"id":707,"data":1624,"type":544},{"text":709},{"id":711,"data":1626,"type":544},{"text":713},{"id":715,"data":1628,"type":568},{"text":717,"level":47},{"id":719,"data":1630,"type":544},{"text":721},{"id":723,"data":1632,"type":544},{"text":725},{"id":727,"data":1634,"type":551},{"body":729,"title":730,"variant":731},{"id":733,"data":1636,"type":568},{"text":735,"level":47},{"id":737,"data":1638,"type":544},{"text":739},{"id":741,"data":1640,"type":544},{"text":743},{"id":745,"data":1642,"type":544},{"text":747},{"id":749,"data":1644,"type":568},{"text":751,"level":47},{"id":753,"data":1646,"type":544},{"text":755},{"id":757,"data":1648,"type":544},{"text":759},{"id":761,"data":1650,"type":544},{"text":763},{"id":765,"data":1652,"type":568},{"text":767,"level":47},{"id":769,"data":1654,"type":681},{"steps":1655,"title":793,"orientation":680},[1656,1657,1658,1659,1660,1661,1662],{"label":773,"description":774},{"label":776,"description":777},{"label":779,"description":780},{"label":782,"description":783},{"label":785,"description":786},{"label":788,"description":789},{"label":791,"description":792},{"id":795,"data":1664,"type":568},{"text":797,"level":47},{"id":799,"data":1666,"type":544},{"text":801},{"id":803,"data":1668,"type":544},{"text":805},{"id":807,"data":1670,"type":544},{"text":809},{"id":811,"data":1672,"type":568},{"text":813,"level":47},{"id":815,"data":1674,"type":544},{"text":817},{"id":819,"data":1676,"type":544},{"text":821},{"id":823,"data":1678,"type":618},{"rows":1679,"title":850,"layout":607,"columns":1688},[1680,1682,1684,1686],{"id":827,"label":828,"values":1681},{"test":830,"pattern":831},{"id":833,"label":834,"values":1683},{"test":836,"pattern":837},{"id":839,"label":840,"values":1685},{"test":842,"pattern":843},{"id":845,"label":846,"values":1687},{"test":848,"pattern":849},[1689,1690],{"id":853,"label":854},{"id":856,"label":857},{"id":859,"data":1692,"type":568},{"text":861,"level":47},{"id":863,"data":1694,"type":544},{"text":865},{"id":867,"data":1696,"type":544},{"text":869},{"id":871,"data":1698,"type":544},{"text":873},{"id":875,"data":1700,"type":568},{"text":877,"level":47},{"id":879,"data":1702,"type":607},{"content":1703,"stretched":910,"withHeadings":15},[1704,1705,1706,1707,1708,1709,1710],[883,884,885],[887,888,889],[891,892,893],[895,896,897],[899,900,901],[903,904,905],[907,908,909],{"id":912,"data":1712,"type":568},{"text":914,"level":47},{"id":916,"data":1714,"type":544},{"text":918},{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En lugar de mantener cada canal de textura solo como texels convencionales, un material se puede comprimir en datos latentes compactos y un pequeño decodificador neuronal, y luego la GPU lo reconstruye cuando es necesario.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":1801,"slug":1802,"title":1803,"excerpt":1804,"featuredImage":14,"publishedAt":1805},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader Stutter: Por qué las primeras ejecuciones dan tirones y cómo reducirlo.","El stuttering de shaders ocurre cuando los nuevos efectos se compilan en tiempo real. Aprende a identificarlo rápido y las formas prácticas de reducir los tirones sin ajustes placebo.","2026-02-20T23:40:00.000Z",{"id":1807,"slug":1808,"title":1809,"excerpt":1810,"featuredImage":14,"publishedAt":1811},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","Soluciones para el stuttering de streaming de almacenamiento: Cuando los recursos no pueden seguir el ritmo","Los tirones por streaming ocurren cuando se cargan nuevas áreas: límites de almacenamiento, descompresión o transmisión de activos. Usa este orden de soluciones antes de bajar todos los ajustes gráficos.","2026-02-20T21:00:00.000Z",{"id":1813,"slug":1814,"title":1815,"excerpt":1816,"featuredImage":14,"publishedAt":1817},"177","ssd-and-streaming-stutter-when-storage-limits-cause-frametime-spikes","SSD y tirones de streaming: cuando los límites de almacenamiento causan picos de frametime","El tartamudeo por streaming es la carga de recursos: almacenamiento, descompresión y presión de memoria. Utiliza esta lista de verificación para identificar picos limitados por el almacenamiento y solucionarlos en orden.","2026-02-20T15:00:00.000Z",{"id":1819,"slug":1820,"title":1821,"excerpt":1822,"featuredImage":1823,"publishedAt":1824},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","¿Bajaste la configuración gráfica pero los FPS no mejoraron? Probablemente estés ajustando el cuello de botella equivocado","Reduces las sombras, los efectos y la resolución, pero los FPS apenas cambian. Esta guía explica por qué los ajustes gráficos solo ayudan cuando reducen la carga de trabajo que realmente está limitando el fotograma, y cómo identificar los cuellos de botella de CPU, GPU, memoria, streaming y límite de fotogramas.","\u002Fuploads\u002F2026\u002F09\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3.webp","2026-09-25T18:23:00.000Z",{"id":1826,"slug":1827,"title":1828,"excerpt":1829,"featuredImage":1830,"publishedAt":1831},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Por qué los juegos de PC se entrecortan al compilar shaders — y cómo la entrega avanzada de shaders lo cambia","El tartamudeo de shaders ocurre cuando un juego de PC tiene que compilar programas de GPU en el momento equivocado. Microsoft Advanced Shader Delivery traslada gran parte de ese trabajo fuera del PC del jugador al preparar shaders específicos para el hardware con antelación y entregarlos junto con el juego.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z",{"id":1833,"slug":1834,"title":1835,"excerpt":1836,"featuredImage":14,"publishedAt":1837},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","Stutter de CPU vs Stutter de GPU vs Stutter de Shaders: Cómo saber qué tienes","No todos los tirones son iguales. Conoce los tres tipos comunes de tirones, cómo se sienten y la forma más rápida de diagnosticarlos antes de cambiar los ajustes.","2026-02-19T11:00:00.000Z",{"id":1839,"slug":1840,"title":1841,"excerpt":1842,"featuredImage":1843,"publishedAt":1844},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 no hace que tu SSD descomprima juegos: qué hacen realmente Zstd y la descompresión por GPU","DirectStorage 1.4 añade compresión Zstandard, descompresión por GPU y una nueva Game Asset Conditioning Library, pero el SSD en sí sigue siendo solo una parte de la canalización de carga. Esta guía explica qué hacen realmente el SSD, DirectStorage, la CPU, la GPU y el motor del juego.","\u002Fuploads\u002F2026\u002F09\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4.webp","2026-09-26T02:49:00.000Z",{"id":1846,"slug":1847,"title":1848,"excerpt":1849,"featuredImage":14,"publishedAt":1811},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Realidad del caché de sombreadores: qué soluciona, qué no y por qué vuelven los tirones","El caché de sombreadores puede reducir los tirones por compilación repetida, pero no solucionará los picos de CPU ni los tirones de streaming. Aprende qué hace realmente y cómo realizar pruebas correctamente.",{"id":1851,"slug":1852,"title":1853,"excerpt":1854,"featuredImage":14,"publishedAt":1837},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Almacenamiento y streaming: reduce los tiempos de carga sin generar tirones","El almacenamiento rápido solo ayuda cuando el comportamiento de la transmisión es estable. Esta guía explica cómo las E\u002FS afectan a los tirones y qué cambiar primero.",{"id":1856,"slug":1857,"title":1858,"excerpt":1859,"featuredImage":1860,"publishedAt":1861},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1 % y stutter explicados","Un juego puede reportar 120, 144 o incluso 200 FPS y aun así sentirse tosco. Esta guía explica por qué el FPS promedio puede ocultar una mala entrega de fotogramas, cómo el tiempo de fotograma y los mínimos del 1 % exponen el tartamudeo, y cómo diagnosticar si la CPU, la GPU u otra parte de la cadena de procesamiento está causando el problema.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":1863,"slug":1864,"title":1865,"excerpt":1866,"featuredImage":14,"publishedAt":1805},"238","streaming-stutter-storage-decompression-and-the-hitch-pattern","Stuttering de streaming: almacenamiento, descompresión y el patrón de tirones","El tartamudeo por streaming es la carga de recursos: nuevas áreas, nuevas texturas, tirones periódicos. Aprende el patrón, qué cambiar primero y qué mejoras ayudan realmente.","fallback",[],[]]