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Ce n'est pas si simple. Les API graphiques modernes, les pilotes et les systèmes d'exploitation gèrent la mémoire vidéo via des budgets, la résidence et plusieurs pools de mémoire. Un chiffre d'allocation ou d'utilisation élevé peut être normal, tandis qu'un chiffre plus bas peut encore masquer un véritable problème de pression mémoire.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>L&#39;utilisation de la VRAM n&#39;est pas la même chose que les besoins en VRAM.\u003C\u002Fstrong> Ce qui compte, c&#39;est de savoir si le jeu peut maintenir les ressources dont il a besoin résidentes dans le budget mémoire disponible sans éviction répétée, pagination ou autres blocages. Un graphique de VRAM presque plein peut être sain ; une résidence instable sous pression peut produire des saccades avant même qu&#39;un simple compteur n&#39;atteigne la capacité annoncée de la carte.\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\">Le modèle utilisé dans cet article\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">L&#39;échelle de pression VRAM et le test de stabilité de résidence ci-dessous sont des modèles de diagnostic pratiques Figure Rocks. Ce ne sont pas des termes officiels de Microsoft ou NVIDIA.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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\">Trois chiffres sont souvent confondus : capacité, budget et utilisation\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">La mémoire allouée n&#39;est pas automatiquement une mémoire dont le jeu ne peut se passer\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-14\" class=\"editorjs-toc__link\">Ce que signifie réellement la résidence\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-18\" class=\"editorjs-toc__link\">L&#39;échelle de pression VRAM\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Pourquoi les textures sont le premier réglage que l&#39;on incrimine\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">La VRAM dédiée et la mémoire système sont des pools différents\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">La mémoire GPU partagée ne transforme pas une carte de 8 Go en carte de 24 Go\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Pourquoi un jeu peut saccader avant que la VRAM n&#39;affiche 100 %\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Pourquoi une utilisation rapportée à 100 % peut encore être fluide\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">Le test de stabilité de la résidence\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">La corrélation des temps de frame importe plus que le nombre maximal\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">La pression mémoire et le streaming d&#39;assets peuvent sembler similaires\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Pourquoi réduire les textures peut corriger le stutter sans augmenter beaucoup le FPS moyen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Une matrice pratique de diagnostic de la VRAM\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Le chiffre de « l&#39;exigence de VRAM » dépend toujours de la charge de travail\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-60\" class=\"editorjs-toc__link\">Pourquoi cela compte lors de l&#39;achat d&#39;un GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui changerait cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Limites\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-70\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Sources principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Trois chiffres sont souvent confondus : capacité, budget et utilisation\u003C\u002Fh2>\n\u003Cp>Le nombre imprimé sur la carte graphique est la capacité physique de mémoire vidéo. Windows et le pilote graphique exposent également un budget mémoire : la quantité qu'un processus peut raisonnablement garder résidente à ce moment-là. L'application consomme ensuite une partie de ce budget avec des textures, des cibles de rendu, des tampons, des structures d'accélération et d'autres ressources GPU.\u003C\u002Fp>\n\u003Cp>La documentation de résidence Direct3D 12 de Microsoft indique que le budget de mémoire vidéo disponible peut fluctuer lorsque des processus en arrière-plan s'activent et se mettent en veille ou lorsque le focus change entre les applications. Cela signifie que la mémoire pratique disponible pour un jeu n'est pas toujours un nombre fixe égal à l'étiquette sur le GPU.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems expose directement cette distinction en traçant l'utilisation de la VRAM GPU avec le budget mémoire sous Windows.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Capacité vs budget vs utilisation\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\">Ce que cela signifie\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\">Cela peut-il changer en cours de jeu ?\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\">Erreur courante\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\">Capacité VRAM physique\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\">Budget de résidence\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\">Utilisation \u002F allocation actuelle\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 mémoire allouée n'est pas automatiquement une mémoire dont le jeu ne peut se passer\u003C\u002Fh2>\n\u003Cp>Les jeux peuvent garder des ressources disponibles car la VRAM inutilisée a peu de valeur en soi. Un jeu peut mettre en cache des textures, de la géométrie ou des ressources temporaires pour qu'elles soient prêtes si nécessaire.\u003C\u002Fp>\n\u003Cp>C'est pourquoi « mon jeu utilise presque toute ma VRAM » n'est pas, en soi, un diagnostic. La question utile est de savoir si l'ensemble de travail reste stable dans le budget et si le système doit déplacer ou recréer des ressources de façon répétée.\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 meilleure question\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Ne demandez pas seulement \u003Cstrong>« Combien de VRAM est utilisée ? »\u003C\u002Fstrong> Demandez \u003Cstrong>« Le jeu est-il sous pression de résidence, et cette pression est-elle corrélée avec des images lentes ? »\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-14\">Ce que signifie réellement la résidence\u003C\u002Fh2>\n\u003Cp>Microsoft définit une ressource comme résidente lorsqu'elle est accessible par le GPU. Les applications Direct3D 12 doivent gérer la relation entre leurs ressources accessibles au GPU et le budget de résidence actuel.\u003C\u002Fp>\n\u003Cp>Lorsque la pression augmente, les ressources peuvent être évincées de la résidence à accès rapide. Microsoft note que sur les GPU discrets, le noyau peut déplacer certains tas de la mémoire vidéo vers la mémoire système comme solution de secours extrême, mais les applications sont censées rester dans le budget plutôt que de compter sur un comportement hors budget.\u003C\u002Fp>\n\u003Cp>La conséquence pratique est que les problèmes de performance concernent le mouvement et la disponibilité, pas seulement le remplissage visuel d'une barre.\u003C\u002Fp>\n\u003Ch2 id=\"section-18\">L'échelle de pression VRAM\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">D'un usage sain à une pression mémoire perturbatrice\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. Marge disponible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'ensemble de travail tient confortablement dans le budget actuel.\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. Résidence élevée mais stable\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'utilisation de la VRAM est élevée, mais les ressources requises restent résidentes et la livraison des images est stable.\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. Pression sur le budget\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le jeu approche du budget actuel et dispose de moins de marge pour des ressources supplémentaires ou des pics transitoires.\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. Éviction et remplacement\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les ressources doivent être supprimées, recréées, diffusées ou déplacées à mesure que l'ensemble de travail change.\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. Repli inter-pools\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Certaines ressources peuvent dépendre davantage de la mémoire système ou des transferts, ce qui augmente la latence et la pression sur la bande passante.\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. Défaillance visible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Des saccades, une arrivée retardée des textures, une qualité réduite, un échec d'allocation ou une instabilité apparaissent.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-20\">Pourquoi les textures sont le premier réglage que l'on incrimine\u003C\u002Fh2>\n\u003Cp>La qualité des textures est souvent fortement liée à l'empreinte mémoire, car des textures de résolution plus élevée nécessitent plus de stockage. Cela fait de la qualité des textures un test pertinent lorsqu'une pression sur la VRAM est suspectée.\u003C\u002Fp>\n\u003Cp>Mais la qualité des textures n'est pas le seul consommateur. Les cibles de rendu, les tampons de géométrie, les cartes d'ombre, les structures d'accélération de ray tracing, les ressources de génération d'images ou de reconstruction, les caches et les allocations spécifiques au moteur se disputent aussi la mémoire.\u003C\u002Fp>\n\u003Cp>Ainsi, un jeu peut dépasser un budget mémoire confortable même avec des textures modérées, et un autre jeu peut fonctionner près de sa capacité physique sans problème visible parce que sa stratégie de résidence est efficace.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">La VRAM dédiée et la mémoire système sont des pools différents\u003C\u002Fh2>\n\u003Cp>Sur un GPU discret, la VRAM dédiée est physiquement attachée à la carte graphique. La RAM système se trouve du côté CPU de la plateforme.\u003C\u002Fp>\n\u003Cp>La documentation D3D12 de Microsoft décrit les adaptateurs discrets comme ayant des pools de mémoire séparés et avertit que le déplacement des tas hors de la mémoire vidéo doit être traité comme un dernier recours plutôt que comme une stratégie de performance normale.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems expose des graphiques Windows séparés pour la VRAM GPU et la mémoire système WDDM, ce qui est utile pour diagnostiquer si la pression mémoire déborde du pool local à l'appareil.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">La mémoire GPU partagée ne transforme pas une carte de 8 Go en carte de 24 Go\u003C\u002Fh2>\n\u003Cp>Windows peut exposer la mémoire système aux charges de travail graphiques, mais cela ne rend pas la RAM système équivalente à la VRAM dédiée.\u003C\u002Fp>\n\u003Cp>Les deux pools diffèrent par leur emplacement physique, leur chemin d'accès, leur latence et leur bande passante. Une charge de travail graphique qui doit s'appuyer sur la mémoire hôte n'est pas dans la même situation qu'une charge dont les ressources actives restent dans la mémoire locale à l'appareil.\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\">Les totaux du Gestionnaire des tâches peuvent être trompeurs\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Additionner « Mémoire GPU dédiée » et « Mémoire GPU partagée » produit un total adressable, et non un pool aux caractéristiques de performance uniformes.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-32\">Pourquoi un jeu peut saccader avant que la VRAM n'affiche 100 %\u003C\u002Fh2>\n\u003Cp>Le budget de résidence peut être inférieur à la capacité physique, et il peut changer pendant que le jeu tourne. Les applications GPU en arrière-plan, les overlays, les navigateurs, les outils de capture ou un autre processus peuvent modifier la quantité de mémoire disponible pour le jeu.\u003C\u002Fp>\n\u003Cp>Cela signifie qu'un jeu n'a pas besoin d'afficher exactement 8,0 sur 8,0 Go pour que la pression mémoire devienne pertinente.\u003C\u002Fp>\n\u003Cp>Microsoft note explicitement que le budget peut fluctuer et que le dépassement du budget peut entraîner le gel intermittent d'un processus pour permettre à d'autres applications de s'exécuter, ou provoquer l'échec de la création de ressources.\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">Pourquoi une utilisation rapportée à 100 % peut encore être fluide\u003C\u002Fh2>\n\u003Cp>L'inverse est également possible. Un jeu ou un pilote peut réserver ou conserver de la mémoire de manière agressive tout en maintenant un ensemble de travail sain.\u003C\u002Fp>\n\u003Cp>Si les temps de frame restent stables, que le streaming de textures se comporte normalement et que le jeu reste dans son budget de résidence effectif, le nombre élevé peut simplement indiquer que la mémoire disponible est utilisée de manière productive.\u003C\u002Fp>\n\u003Cp>Un graphique qui semble plein est un signal pour enquêter, pas un verdict.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">Le test de stabilité de la résidence\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Vérifier si la VRAM est réellement à l'origine du problème\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. Reproduire le stutter\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Utilisez le même emplacement, le même mouvement de caméra ou le même chemin de traversée afin que le comportement de la mémoire soit 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. Enregistrer le temps de frame\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Identifiez exactement quand les frames lentes se produisent au lieu de vous fier au FPS moyen.\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. Surveiller l'utilisation et le budget de la VRAM\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si votre outil expose les deux, comparez la consommation actuelle avec le budget 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. Surveiller le débordement vers la mémoire système\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Recherchez une croissance de la mémoire hôte ou d'autres signes que l'ensemble de travail graphique n'est plus confortablement local au dispositif.\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. Réduire un paramètre gourmand en mémoire\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Réduisez la résolution des textures ou un autre paramètre connu pour réduire l'empreinte mémoire.\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. Répéter le même parcours\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Une amélioration significative devrait réduire les mêmes pics dans les mêmes conditions.\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. Séparer la capacité du streaming\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si le problème ne se produit que lors de l'entrée dans de nouvelles zones, le streaming ou la compilation d'assets peut être impliqué même si l'utilisation de la mémoire est élevée.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-42\">La corrélation des temps de frame importe plus que le nombre maximal\u003C\u002Fh2>\n\u003Cp>Supposons que la VRAM atteigne 7,7 Go et y reste pendant vingt minutes alors que le jeu est fluide. Ce pic seul est une preuve faible.\u003C\u002Fp>\n\u003Cp>Supposons maintenant que chaque rotation de caméra vers une nouvelle zone provoque une augmentation du trafic de mémoire système et produise un pic de frame de 60 ms. Cette corrélation est bien plus utile.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems inclut une vue Frame Health spécifiquement destinée à faire ressortir les actions anormalement lentes dans les frames, y compris le mappage mémoire parmi d'autres causes. Associer des preuves de timing à des preuves de mémoire est bien plus solide que de lire un seul graphique de capacité isolément.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">La pression mémoire et le streaming d'assets peuvent sembler similaires\u003C\u002Fh2>\n\u003Cp>Un jeu qui streame une nouvelle zone depuis le stockage peut saccader même s'il dispose de suffisamment de VRAM. Un jeu sous pression de VRAM peut également saccader en remplaçant des ressources résidentes. Du point de vue du joueur, les deux peuvent ressembler à un « stutter de chargement de textures ».\u003C\u002Fp>\n\u003Cp>La différence est importante car les correctifs sont différents. Réduire les textures peut aider un problème de résidence mémoire mais peut avoir peu d'effet sur un blocage de compilation de shaders ou une décompression d'assets côté stockage.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Symptôme similaire, cause différente\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\">Schéma typique\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\">Test utile\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\">Pression 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\">Streaming d&#39;assets\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\">Compilation 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\">Décompression \u002F configuration côté 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\">Pourquoi réduire les textures peut corriger le stutter sans augmenter beaucoup le FPS moyen\u003C\u002Fh2>\n\u003Cp>Si le taux de frames moyen est contrôlé par le CPU ou le calcul GPU, réduire la qualité des textures peut ne pas augmenter significativement la moyenne.\u003C\u002Fp>\n\u003Cp>Mais si l'ensemble de textures d'origine créait une pression de résidence, le même changement peut réduire les frames lentes et les saccades de traversée.\u003C\u002Fp>\n\u003Cp>C'est une autre raison de ne pas juger chaque paramètre graphique uniquement par le FPS moyen. Certains paramètres améliorent la constance plutôt que le débit.\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Une matrice pratique de diagnostic de la 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\">Observation\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Ce que cela suggère\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Confiance\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Utilisation élevée de la VRAM, temps de frame stables\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pourrait être une mise en cache normale ou une résidence stable\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Faible indice de problème\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Utilisation élevée + pression budgétaire + saccades reproductibles\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La pression mémoire devient plausible\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Modérée à forte\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Des textures plus basses suppriment les saccades\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">L'empreinte mémoire était probablement impliquée\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Signal diagnostique fort\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Des textures plus basses ne changent rien\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Examiner le streaming, les shaders, le timing CPU\u002FGPU ou une autre cause\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Déplace le soupçon ailleurs\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">L'utilisation de la mémoire système augmente pendant les blocages\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pression croisée possible entre pools ou mouvement de mémoire associé\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Corrélation utile, pas une preuve\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Saccades uniquement lors de la première traversée\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La compilation\u002Fstreaming devient plus plausible\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Nécessite un test avec exécutions répétées\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-56\">Le chiffre de « l'exigence de VRAM » dépend toujours de la charge de travail\u003C\u002Fh2>\n\u003Cp>Il n'existe pas d'exigence universelle unique de VRAM pour un jeu indépendamment des paramètres et de la charge de travail.\u003C\u002Fp>\n\u003Cp>La résolution, la qualité des textures, le ray tracing, la complexité du niveau, les mods, les packs d'assets haute résolution, le nombre de frame-buffers et le comportement du moteur peuvent tous modifier l'ensemble de travail.\u003C\u002Fp>\n\u003Cp>Une recommandation utile nécessite donc des conditions : résolution, paramètres, version du jeu, état des mods et objectif de performance. « Ce jeu nécessite 12 Go » sans ces conditions est trop grossier pour être une affirmation technique fiable.\u003C\u002Fp>\n\u003Ch2 id=\"section-60\">Pourquoi cela compte lors de l'achat d'un GPU\u003C\u002Fh2>\n\u003Cp>La capacité de VRAM ne doit pas être évaluée uniquement par le chiffre d'allocation moyen d'aujourd'hui. La question utile est de savoir si la carte dispose de suffisamment de marge mémoire pour les résolutions, la qualité des textures, les fonctionnalités de ray tracing et les charges de travail futures que vous comptez réellement utiliser.\u003C\u002Fp>\n\u003Cp>En même temps, acheter plus de VRAM ne compense pas une performance de calcul GPU insuffisante. Une carte peut avoir une mémoire abondante et être néanmoins trop lente pour la charge de travail de rendu cible.\u003C\u002Fp>\n\u003Cp>La capacité et le calcul résolvent des contraintes différentes.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Qu'est-ce qui changerait cette réponse ?\u003C\u002Fh2>\n\u003Cp>Les architectures à mémoire unifiée modifient la topologie physique de la mémoire car le CPU et le GPU peuvent partager plus directement un pool commun. La distinction entre capacité et budget reste importante, mais le modèle de coût diffère de celui d'un GPU discret conventionnel.\u003C\u002Fp>\n\u003Cp>Les futurs systèmes de mémoire GPU pourraient également améliorer la gestion des défauts de page, la compression, le streaming ou l'accès croisé entre pools. La pénalité de performance exacte de la pression mémoire peut changer, mais la distinction fondamentale entre capacité, ensemble de travail actif et pression de résidence reste utile.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Limites\u003C\u002Fh2>\n\u003Cp>Les outils de surveillance grand public n'exposent pas tous les mêmes définitions de mémoire. « Alloué », « utilisation dédiée », « budget », « validé » et « résident » peuvent désigner différentes couches de la gestion de la mémoire.\u003C\u002Fp>\n\u003Cp>Utilisez un seul outil de manière cohérente et lisez ses définitions de métriques avant de comparer des chiffres entre systèmes ou tests.\u003C\u002Fp>\n\u003Ch2 id=\"section-70\">Conclusion\u003C\u002Fh2>\n\u003Cp>Un compteur de VRAM presque plein n'est pas automatiquement un problème, et un compteur pas tout à fait plein ne garantit pas la sécurité.\u003C\u002Fp>\n\u003Cp>La vraie question est de savoir si les ressources actives du jeu restent stables dans le budget mémoire actuel. Mesurez les temps de frame, surveillez le budget lorsque c'est possible, testez les paramètres gourmands en mémoire et recherchez une corrélation reproductible. Les problèmes de VRAM concernent la pression de résidence et les mouvements de mémoire—pas seulement le chiffre affiché à côté de « mémoire GPU utilisée ».\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">FAQ\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\">Utilisation de la VRAM, budgets et saccades\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\">Une utilisation de la VRAM à 100 % est-elle toujours mauvaise ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Une utilisation élevée signalée peut être normale si l&#39;ensemble de travail du jeu reste résident et que la livraison des images est stable.\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\">Un jeu peut-il manquer de VRAM utilisable avant que le compteur n&#39;atteigne la capacité totale de la carte ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Oui. Le budget de résidence effectif peut être inférieur à la capacité physique et peut changer à mesure que d&#39;autres processus et conditions système évoluent.\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\">Pourquoi réduire les textures corrige-t-il parfois les saccades sans augmenter le FPS moyen ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La qualité des textures peut réduire la pression mémoire et les événements de ralentissement d&#39;images même lorsque le débit moyen est limité par le CPU ou le calcul 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 mémoire GPU partagée compense-t-elle une VRAM faible ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La mémoire système peut être utilisée par les charges de travail graphiques, mais elle n&#39;a pas les mêmes caractéristiques de performance que la VRAM locale au dispositif sur un GPU dédié.\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\">Comment puis-je savoir si les saccades sont réellement causées par la VRAM ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Utilisez des captures reproductibles, comparez les pics de temps d&#39;image avec le budget\u002Futilisation de la mémoire, et testez si la réduction des paramètres gourmands en mémoire élimine les mêmes accrocs.\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\">De combien de VRAM un jeu a-t-il vraiment besoin ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Cela dépend de la résolution, des paramètres, du ray tracing, des ressources, des mods et du comportement du moteur. Une exigence utile doit toujours inclure ces conditions.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glossaire\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\">Termes clés de la 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\">Capacité VRAM\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La mémoire vidéo discrète physique installée sur une carte graphique.\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\">Résidence\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">L'état dans lequel une ressource GPU est actuellement accessible par le GPU dans le pool de mémoire physique pertinent.\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\">Budget de résidence\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La quantité de mémoire physique accessible au GPU qu'un processus est censé garder résidente à un moment donné selon la politique de gestion de la mémoire du système d'exploitation.\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\">Ensemble de travail\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Les ressources activement nécessaires au jeu pour sa charge de travail actuelle.\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\">Éviction\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Le retrait d'une ressource de la résidence active afin que la mémoire puisse être utilisée pour d'autres ressources.\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\">Échelle de pression VRAM\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle Figure Rocks décrivant la progression d'une marge confortable à une résidence instable et à des défaillances visibles liées à la mémoire.\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\">Test de stabilité de résidence\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flux de travail Figure Rocks pour corréler les problèmes de temps d'image avec le budget VRAM, l'utilisation, le débordement et des modifications contrôlées des paramètres de mémoire.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Sources principales\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 — Résidence Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle Microsoft couvrant les budgets de résidence, les ressources de tas, l&#39;éviction et le comportement de la mémoire vidéo discrète sous pression.\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 — Budgets de résidence des processus\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle des pilotes Windows expliquant les budgets mémoire des processus WDDM et comment les applications dimensionnent les ressources résidentes.\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 — Gestion de la mémoire dans Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Aperçu officiel de la gestion de la mémoire Direct3D 12 et de la stratégie classify-budget-stream.\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\">Documentation officielle de l&#39;API décrivant la pagination des ressources dans le pool de mémoire approprié et la gestion de la résidence.\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 — Guide d&#39;utilisation\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle NVIDIA exposant l&#39;utilisation de la VRAM et de la mémoire système WDDM, les budgets mémoire et l&#39;analyse Frame Health pour l&#39;investigation des saccades.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1093},1790375772438,[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},"Voir 7,8 Go utilisés sur une carte graphique de 8 Go peut sembler prouver que le jeu a « épuisé sa VRAM ». Ce n'est pas si simple. Les API graphiques modernes, les pilotes et les systèmes d'exploitation gèrent la mémoire vidéo via des budgets, la résidence et plusieurs pools de mémoire. Un chiffre d'allocation ou d'utilisation élevé peut être normal, tandis qu'un chiffre plus bas peut encore masquer un véritable problème de pression mémoire.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>L'utilisation de la VRAM n'est pas la même chose que les besoins en VRAM.\u003C\u002Fstrong> Ce qui compte, c'est de savoir si le jeu peut maintenir les ressources dont il a besoin résidentes dans le budget mémoire disponible sans éviction répétée, pagination ou autres blocages. Un graphique de VRAM presque plein peut être sain ; une résidence instable sous pression peut produire des saccades avant même qu'un simple compteur n'atteigne la capacité annoncée de la carte.","Réponse directe","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"L'échelle de pression VRAM et le test de stabilité de résidence ci-dessous sont des modèles de diagnostic pratiques Figure Rocks. Ce ne sont pas des termes officiels de Microsoft ou NVIDIA.","Le modèle utilisé dans cet article","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sommaire",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-three",{"text":567,"level":47},"Trois chiffres sont souvent confondus : capacité, budget et utilisation","header",{"id":570,"data":571,"type":544},"p-three-1",{"text":572},"Le nombre imprimé sur la carte graphique est la capacité physique de mémoire vidéo. Windows et le pilote graphique exposent également un budget mémoire : la quantité qu'un processus peut raisonnablement garder résidente à ce moment-là. L'application consomme ensuite une partie de ce budget avec des textures, des cibles de rendu, des tampons, des structures d'accélération et d'autres ressources GPU.",{"id":574,"data":575,"type":544},"p-three-2",{"text":576},"La documentation de résidence Direct3D 12 de Microsoft indique que le budget de mémoire vidéo disponible peut fluctuer lorsque des processus en arrière-plan s'activent et se mettent en veille ou lorsque le focus change entre les applications. Cela signifie que la mémoire pratique disponible pour un jeu n'est pas toujours un nombre fixe égal à l'étiquette sur le GPU.",{"id":578,"data":579,"type":544},"p-three-3",{"text":580},"NVIDIA Nsight Systems expose directement cette distinction en traçant l'utilisation de la VRAM GPU avec le budget mémoire sous 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","Capacité VRAM physique",{"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","Budget de résidence",{"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","Utilisation \u002F allocation actuelle",{"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","Capacité vs budget vs utilisation","table",[609,612,615],{"id":610,"label":611},"meaning","Ce que cela signifie",{"id":613,"label":614},"changes","Cela peut-il changer en cours de jeu ?",{"id":616,"label":617},"mistake","Erreur courante","comparison",{"id":620,"data":621,"type":568},"h-alloc",{"text":622,"level":47},"La mémoire allouée n'est pas automatiquement une mémoire dont le jeu ne peut se passer",{"id":624,"data":625,"type":544},"p-alloc-1",{"text":626},"Les jeux peuvent garder des ressources disponibles car la VRAM inutilisée a peu de valeur en soi. Un jeu peut mettre en cache des textures, de la géométrie ou des ressources temporaires pour qu'elles soient prêtes si nécessaire.",{"id":628,"data":629,"type":544},"p-alloc-2",{"text":630},"C'est pourquoi « mon jeu utilise presque toute ma VRAM » n'est pas, en soi, un diagnostic. La question utile est de savoir si l'ensemble de travail reste stable dans le budget et si le système doit déplacer ou recréer des ressources de façon répétée.",{"id":632,"data":633,"type":551},"better-question",{"body":634,"title":635,"variant":636},"Ne demandez pas seulement \u003Cstrong>« Combien de VRAM est utilisée ? »\u003C\u002Fstrong> Demandez \u003Cstrong>« Le jeu est-il sous pression de résidence, et cette pression est-elle corrélée avec des images lentes ? »\u003C\u002Fstrong>","La meilleure question","success",{"id":638,"data":639,"type":568},"h-residency",{"text":640,"level":47},"Ce que signifie réellement la résidence",{"id":642,"data":643,"type":544},"p-res-1",{"text":644},"Microsoft définit une ressource comme résidente lorsqu'elle est accessible par le GPU. Les applications Direct3D 12 doivent gérer la relation entre leurs ressources accessibles au GPU et le budget de résidence actuel.",{"id":646,"data":647,"type":544},"p-res-2",{"text":648},"Lorsque la pression augmente, les ressources peuvent être évincées de la résidence à accès rapide. Microsoft note que sur les GPU discrets, le noyau peut déplacer certains tas de la mémoire vidéo vers la mémoire système comme solution de secours extrême, mais les applications sont censées rester dans le budget plutôt que de compter sur un comportement hors budget.",{"id":650,"data":651,"type":544},"p-res-3",{"text":652},"La conséquence pratique est que les problèmes de performance concernent le mouvement et la disponibilité, pas seulement le remplissage visuel d'une barre.",{"id":654,"data":655,"type":568},"h-ladder",{"text":656,"level":47},"L'échelle de pression 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. Marge disponible","L'ensemble de travail tient confortablement dans le budget actuel.",{"label":665,"description":666},"2. Résidence élevée mais stable","L'utilisation de la VRAM est élevée, mais les ressources requises restent résidentes et la livraison des images est stable.",{"label":668,"description":669},"3. Pression sur le budget","Le jeu approche du budget actuel et dispose de moins de marge pour des ressources supplémentaires ou des pics transitoires.",{"label":671,"description":672},"4. Éviction et remplacement","Les ressources doivent être supprimées, recréées, diffusées ou déplacées à mesure que l'ensemble de travail change.",{"label":674,"description":675},"5. Repli inter-pools","Certaines ressources peuvent dépendre davantage de la mémoire système ou des transferts, ce qui augmente la latence et la pression sur la bande passante.",{"label":677,"description":678},"6. Défaillance visible","Des saccades, une arrivée retardée des textures, une qualité réduite, un échec d'allocation ou une instabilité apparaissent.","D'un usage sain à une pression mémoire perturbatrice","auto","processFlow",{"id":683,"data":684,"type":568},"h-textures",{"text":685,"level":47},"Pourquoi les textures sont le premier réglage que l'on incrimine",{"id":687,"data":688,"type":544},"p-tex-1",{"text":689},"La qualité des textures est souvent fortement liée à l'empreinte mémoire, car des textures de résolution plus élevée nécessitent plus de stockage. Cela fait de la qualité des textures un test pertinent lorsqu'une pression sur la VRAM est suspectée.",{"id":691,"data":692,"type":544},"p-tex-2",{"text":693},"Mais la qualité des textures n'est pas le seul consommateur. Les cibles de rendu, les tampons de géométrie, les cartes d'ombre, les structures d'accélération de ray tracing, les ressources de génération d'images ou de reconstruction, les caches et les allocations spécifiques au moteur se disputent aussi la mémoire.",{"id":695,"data":696,"type":544},"p-tex-3",{"text":697},"Ainsi, un jeu peut dépasser un budget mémoire confortable même avec des textures modérées, et un autre jeu peut fonctionner près de sa capacité physique sans problème visible parce que sa stratégie de résidence est efficace.",{"id":699,"data":700,"type":568},"h-pools",{"text":701,"level":47},"La VRAM dédiée et la mémoire système sont des pools différents",{"id":703,"data":704,"type":544},"p-pool-1",{"text":705},"Sur un GPU discret, la VRAM dédiée est physiquement attachée à la carte graphique. La RAM système se trouve du côté CPU de la plateforme.",{"id":707,"data":708,"type":544},"p-pool-2",{"text":709},"La documentation D3D12 de Microsoft décrit les adaptateurs discrets comme ayant des pools de mémoire séparés et avertit que le déplacement des tas hors de la mémoire vidéo doit être traité comme un dernier recours plutôt que comme une stratégie de performance normale.",{"id":711,"data":712,"type":544},"p-pool-3",{"text":713},"NVIDIA Nsight Systems expose des graphiques Windows séparés pour la VRAM GPU et la mémoire système WDDM, ce qui est utile pour diagnostiquer si la pression mémoire déborde du pool local à l'appareil.",{"id":715,"data":716,"type":568},"h-shared",{"text":717,"level":47},"La mémoire GPU partagée ne transforme pas une carte de 8 Go en carte de 24 Go",{"id":719,"data":720,"type":544},"p-shared-1",{"text":721},"Windows peut exposer la mémoire système aux charges de travail graphiques, mais cela ne rend pas la RAM système équivalente à la VRAM dédiée.",{"id":723,"data":724,"type":544},"p-shared-2",{"text":725},"Les deux pools diffèrent par leur emplacement physique, leur chemin d'accès, leur latence et leur bande passante. Une charge de travail graphique qui doit s'appuyer sur la mémoire hôte n'est pas dans la même situation qu'une charge dont les ressources actives restent dans la mémoire locale à l'appareil.",{"id":727,"data":728,"type":551},"shared-warning",{"body":729,"title":730,"variant":731},"Additionner « Mémoire GPU dédiée » et « Mémoire GPU partagée » produit un total adressable, et non un pool aux caractéristiques de performance uniformes.","Les totaux du Gestionnaire des tâches peuvent être trompeurs","warning",{"id":733,"data":734,"type":568},"h-before100",{"text":735,"level":47},"Pourquoi un jeu peut saccader avant que la VRAM n'affiche 100 %",{"id":737,"data":738,"type":544},"p-before-1",{"text":739},"Le budget de résidence peut être inférieur à la capacité physique, et il peut changer pendant que le jeu tourne. Les applications GPU en arrière-plan, les overlays, les navigateurs, les outils de capture ou un autre processus peuvent modifier la quantité de mémoire disponible pour le jeu.",{"id":741,"data":742,"type":544},"p-before-2",{"text":743},"Cela signifie qu'un jeu n'a pas besoin d'afficher exactement 8,0 sur 8,0 Go pour que la pression mémoire devienne pertinente.",{"id":745,"data":746,"type":544},"p-before-3",{"text":747},"Microsoft note explicitement que le budget peut fluctuer et que le dépassement du budget peut entraîner le gel intermittent d'un processus pour permettre à d'autres applications de s'exécuter, ou provoquer l'échec de la création de ressources.",{"id":749,"data":750,"type":568},"h-fullsmooth",{"text":751,"level":47},"Pourquoi une utilisation rapportée à 100 % peut encore être fluide",{"id":753,"data":754,"type":544},"p-full-1",{"text":755},"L'inverse est également possible. Un jeu ou un pilote peut réserver ou conserver de la mémoire de manière agressive tout en maintenant un ensemble de travail sain.",{"id":757,"data":758,"type":544},"p-full-2",{"text":759},"Si les temps de frame restent stables, que le streaming de textures se comporte normalement et que le jeu reste dans son budget de résidence effectif, le nombre élevé peut simplement indiquer que la mémoire disponible est utilisée de manière productive.",{"id":761,"data":762,"type":544},"p-full-3",{"text":763},"Un graphique qui semble plein est un signal pour enquêter, pas un verdict.",{"id":765,"data":766,"type":568},"h-test",{"text":767,"level":47},"Le test de stabilité de la résidence",{"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. Reproduire le stutter","Utilisez le même emplacement, le même mouvement de caméra ou le même chemin de traversée afin que le comportement de la mémoire soit comparable.",{"label":776,"description":777},"2. Enregistrer le temps de frame","Identifiez exactement quand les frames lentes se produisent au lieu de vous fier au FPS moyen.",{"label":779,"description":780},"3. Surveiller l'utilisation et le budget de la VRAM","Si votre outil expose les deux, comparez la consommation actuelle avec le budget disponible.",{"label":782,"description":783},"4. Surveiller le débordement vers la mémoire système","Recherchez une croissance de la mémoire hôte ou d'autres signes que l'ensemble de travail graphique n'est plus confortablement local au dispositif.",{"label":785,"description":786},"5. Réduire un paramètre gourmand en mémoire","Réduisez la résolution des textures ou un autre paramètre connu pour réduire l'empreinte mémoire.",{"label":788,"description":789},"6. Répéter le même parcours","Une amélioration significative devrait réduire les mêmes pics dans les mêmes conditions.",{"label":791,"description":792},"7. Séparer la capacité du streaming","Si le problème ne se produit que lors de l'entrée dans de nouvelles zones, le streaming ou la compilation d'assets peut être impliqué même si l'utilisation de la mémoire est élevée.","Vérifier si la VRAM est réellement à l'origine du problème",{"id":795,"data":796,"type":568},"h-correlation",{"text":797,"level":47},"La corrélation des temps de frame importe plus que le nombre maximal",{"id":799,"data":800,"type":544},"p-corr-1",{"text":801},"Supposons que la VRAM atteigne 7,7 Go et y reste pendant vingt minutes alors que le jeu est fluide. Ce pic seul est une preuve faible.",{"id":803,"data":804,"type":544},"p-corr-2",{"text":805},"Supposons maintenant que chaque rotation de caméra vers une nouvelle zone provoque une augmentation du trafic de mémoire système et produise un pic de frame de 60 ms. Cette corrélation est bien plus utile.",{"id":807,"data":808,"type":544},"p-corr-3",{"text":809},"NVIDIA Nsight Systems inclut une vue Frame Health spécifiquement destinée à faire ressortir les actions anormalement lentes dans les frames, y compris le mappage mémoire parmi d'autres causes. Associer des preuves de timing à des preuves de mémoire est bien plus solide que de lire un seul graphique de capacité isolément.",{"id":811,"data":812,"type":568},"h-streaming",{"text":813,"level":47},"La pression mémoire et le streaming d'assets peuvent sembler similaires",{"id":815,"data":816,"type":544},"p-stream-1",{"text":817},"Un jeu qui streame une nouvelle zone depuis le stockage peut saccader même s'il dispose de suffisamment de VRAM. Un jeu sous pression de VRAM peut également saccader en remplaçant des ressources résidentes. Du point de vue du joueur, les deux peuvent ressembler à un « stutter de chargement de textures ».",{"id":819,"data":820,"type":544},"p-stream-2",{"text":821},"La différence est importante car les correctifs sont différents. Réduire les textures peut aider un problème de résidence mémoire mais peut avoir peu d'effet sur un blocage de compilation de shaders ou une décompression d'assets côté stockage.",{"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","Pression 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","Streaming d'assets",{"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","Compilation 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","Décompression \u002F configuration côté CPU",{"test":848,"pattern":849},"Compare CPU\u002FGPU timing during the hitch","GPU may wait while CPU-side work spikes","Symptôme similaire, cause différente",[852,855],{"id":853,"label":854},"pattern","Schéma typique",{"id":856,"label":857},"test","Test utile",{"id":859,"data":860,"type":568},"h-texturefix",{"text":861,"level":47},"Pourquoi réduire les textures peut corriger le stutter sans augmenter beaucoup le FPS moyen",{"id":863,"data":864,"type":544},"p-tfix-1",{"text":865},"Si le taux de frames moyen est contrôlé par le CPU ou le calcul GPU, réduire la qualité des textures peut ne pas augmenter significativement la moyenne.",{"id":867,"data":868,"type":544},"p-tfix-2",{"text":869},"Mais si l'ensemble de textures d'origine créait une pression de résidence, le même changement peut réduire les frames lentes et les saccades de traversée.",{"id":871,"data":872,"type":544},"p-tfix-3",{"text":873},"C'est une autre raison de ne pas juger chaque paramètre graphique uniquement par le FPS moyen. Certains paramètres améliorent la constance plutôt que le débit.",{"id":875,"data":876,"type":568},"h-matrix",{"text":877,"level":47},"Une matrice pratique de diagnostic de la 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],"Observation","Ce que cela suggère","Confiance",[887,888,889],"Utilisation élevée de la VRAM, temps de frame stables","Pourrait être une mise en cache normale ou une résidence stable","Faible indice de problème",[891,892,893],"Utilisation élevée + pression budgétaire + saccades reproductibles","La pression mémoire devient plausible","Modérée à forte",[895,896,897],"Des textures plus basses suppriment les saccades","L'empreinte mémoire était probablement impliquée","Signal diagnostique fort",[899,900,901],"Des textures plus basses ne changent rien","Examiner le streaming, les shaders, le timing CPU\u002FGPU ou une autre cause","Déplace le soupçon ailleurs",[903,904,905],"L'utilisation de la mémoire système augmente pendant les blocages","Pression croisée possible entre pools ou mouvement de mémoire associé","Corrélation utile, pas une preuve",[907,908,909],"Saccades uniquement lors de la première traversée","La compilation\u002Fstreaming devient plus plausible","Nécessite un test avec exécutions répétées",false,{"id":912,"data":913,"type":568},"h-requirement",{"text":914,"level":47},"Le chiffre de « l'exigence de VRAM » dépend toujours de la charge de travail",{"id":916,"data":917,"type":544},"p-req-1",{"text":918},"Il n'existe pas d'exigence universelle unique de VRAM pour un jeu indépendamment des paramètres et de la charge de travail.",{"id":920,"data":921,"type":544},"p-req-2",{"text":922},"La résolution, la qualité des textures, le ray tracing, la complexité du niveau, les mods, les packs d'assets haute résolution, le nombre de frame-buffers et le comportement du moteur peuvent tous modifier l'ensemble de travail.",{"id":924,"data":925,"type":544},"p-req-3",{"text":926},"Une recommandation utile nécessite donc des conditions : résolution, paramètres, version du jeu, état des mods et objectif de performance. « Ce jeu nécessite 12 Go » sans ces conditions est trop grossier pour être une affirmation technique fiable.",{"id":928,"data":929,"type":568},"h-buying",{"text":930,"level":47},"Pourquoi cela compte lors de l'achat d'un GPU",{"id":932,"data":933,"type":544},"p-buy-1",{"text":934},"La capacité de VRAM ne doit pas être évaluée uniquement par le chiffre d'allocation moyen d'aujourd'hui. La question utile est de savoir si la carte dispose de suffisamment de marge mémoire pour les résolutions, la qualité des textures, les fonctionnalités de ray tracing et les charges de travail futures que vous comptez réellement utiliser.",{"id":936,"data":937,"type":544},"p-buy-2",{"text":938},"En même temps, acheter plus de VRAM ne compense pas une performance de calcul GPU insuffisante. Une carte peut avoir une mémoire abondante et être néanmoins trop lente pour la charge de travail de rendu cible.",{"id":940,"data":941,"type":544},"p-buy-3",{"text":942},"La capacité et le calcul résolvent des contraintes différentes.",{"id":944,"data":945,"type":568},"h-change",{"text":946,"level":47},"Qu'est-ce qui changerait cette réponse ?",{"id":948,"data":949,"type":544},"p-change-1",{"text":950},"Les architectures à mémoire unifiée modifient la topologie physique de la mémoire car le CPU et le GPU peuvent partager plus directement un pool commun. La distinction entre capacité et budget reste importante, mais le modèle de coût diffère de celui d'un GPU discret conventionnel.",{"id":952,"data":953,"type":544},"p-change-2",{"text":954},"Les futurs systèmes de mémoire GPU pourraient également améliorer la gestion des défauts de page, la compression, le streaming ou l'accès croisé entre pools. La pénalité de performance exacte de la pression mémoire peut changer, mais la distinction fondamentale entre capacité, ensemble de travail actif et pression de résidence reste utile.",{"id":956,"data":957,"type":568},"h-limit",{"text":958,"level":47},"Limites",{"id":960,"data":961,"type":544},"p-limit-1",{"text":962},"Les outils de surveillance grand public n'exposent pas tous les mêmes définitions de mémoire. « Alloué », « utilisation dédiée », « budget », « validé » et « résident » peuvent désigner différentes couches de la gestion de la mémoire.",{"id":964,"data":965,"type":544},"p-limit-2",{"text":966},"Utilisez un seul outil de manière cohérente et lisez ses définitions de métriques avant de comparer des chiffres entre systèmes ou tests.",{"id":968,"data":969,"type":568},"h-conclusion",{"text":970,"level":47},"Conclusion",{"id":972,"data":973,"type":544},"p-conc-1",{"text":974},"Un compteur de VRAM presque plein n'est pas automatiquement un problème, et un compteur pas tout à fait plein ne garantit pas la sécurité.",{"id":976,"data":977,"type":544},"p-conc-2",{"text":978},"La vraie question est de savoir si les ressources actives du jeu restent stables dans le budget mémoire actuel. Mesurez les temps de frame, surveillez le budget lorsque c'est possible, testez les paramètres gourmands en mémoire et recherchez une corrélation reproductible. Les problèmes de VRAM concernent la pression de résidence et les mouvements de mémoire—pas seulement le chiffre affiché à côté de « mémoire GPU utilisée ».",{"id":980,"data":981,"type":568},"h-faq",{"text":982,"level":47},"FAQ",{"id":984,"data":985,"type":984},"faq",{"items":986,"title":1011},[987,991,995,999,1003,1007],{"id":988,"answer":989,"question":990},"faq1","Non. Une utilisation élevée signalée peut être normale si l'ensemble de travail du jeu reste résident et que la livraison des images est stable.","Une utilisation de la VRAM à 100 % est-elle toujours mauvaise ?",{"id":992,"answer":993,"question":994},"faq2","Oui. Le budget de résidence effectif peut être inférieur à la capacité physique et peut changer à mesure que d'autres processus et conditions système évoluent.","Un jeu peut-il manquer de VRAM utilisable avant que le compteur n'atteigne la capacité totale de la carte ?",{"id":996,"answer":997,"question":998},"faq3","La qualité des textures peut réduire la pression mémoire et les événements de ralentissement d'images même lorsque le débit moyen est limité par le CPU ou le calcul GPU.","Pourquoi réduire les textures corrige-t-il parfois les saccades sans augmenter le FPS moyen ?",{"id":1000,"answer":1001,"question":1002},"faq4","La mémoire système peut être utilisée par les charges de travail graphiques, mais elle n'a pas les mêmes caractéristiques de performance que la VRAM locale au dispositif sur un GPU dédié.","La mémoire GPU partagée compense-t-elle une VRAM faible ?",{"id":1004,"answer":1005,"question":1006},"faq5","Utilisez des captures reproductibles, comparez les pics de temps d'image avec le budget\u002Futilisation de la mémoire, et testez si la réduction des paramètres gourmands en mémoire élimine les mêmes accrocs.","Comment puis-je savoir si les saccades sont réellement causées par la VRAM ?",{"id":1008,"answer":1009,"question":1010},"faq6","Cela dépend de la résolution, des paramètres, du ray tracing, des ressources, des mods et du comportement du moteur. Une exigence utile doit toujours inclure ces conditions.","De combien de VRAM un jeu a-t-il vraiment besoin ?","Utilisation de la VRAM, budgets et saccades",{"id":1013,"data":1014,"type":568},"h-glossary",{"text":1015,"level":47},"Glossaire",{"id":1017,"data":1018,"type":1017},"glossary",{"title":1019,"entries":1020},"Termes clés de la VRAM",[1021,1025,1029,1032,1036,1040,1044],{"term":1022,"anchor":1023,"definition":1024},"Capacité VRAM","vram-capacity","La mémoire vidéo discrète physique installée sur une carte graphique.",{"term":1026,"anchor":1027,"definition":1028},"Résidence","residency","L'état dans lequel une ressource GPU est actuellement accessible par le GPU dans le pool de mémoire physique pertinent.",{"term":594,"anchor":1030,"definition":1031},"residency-budget","La quantité de mémoire physique accessible au GPU qu'un processus est censé garder résidente à un moment donné selon la politique de gestion de la mémoire du système d'exploitation.",{"term":1033,"anchor":1034,"definition":1035},"Ensemble de travail","working-set","Les ressources activement nécessaires au jeu pour sa charge de travail actuelle.",{"term":1037,"anchor":1038,"definition":1039},"Éviction","eviction","Le retrait d'une ressource de la résidence active afin que la mémoire puisse être utilisée pour d'autres ressources.",{"term":1041,"anchor":1042,"definition":1043},"Échelle de pression VRAM","vram-pressure-ladder","Un modèle Figure Rocks décrivant la progression d'une marge confortable à une résidence instable et à des défaillances visibles liées à la mémoire.",{"term":1045,"anchor":1046,"definition":1047},"Test de stabilité de résidence","residency-stability-test","Un flux de travail Figure Rocks pour corréler les problèmes de temps d'image avec le budget VRAM, l'utilisation, le débordement et des modifications contrôlées des paramètres de mémoire.",{"id":1049,"data":1050,"type":568},"h-sources",{"text":1051,"level":47},"Sources principales",{"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 — Résidence Direct3D 12","Documentation officielle Microsoft couvrant les budgets de résidence, les ressources de tas, l'éviction et le comportement de la mémoire vidéo discrète sous pression.","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 — Budgets de résidence des processus","Documentation officielle des pilotes Windows expliquant les budgets mémoire des processus WDDM et comment les applications dimensionnent les ressources résidentes.",{"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 — Gestion de la mémoire dans Direct3D 12","Aperçu officiel de la gestion de la mémoire Direct3D 12 et de la stratégie classify-budget-stream.",{"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","Documentation officielle de l'API décrivant la pagination des ressources dans le pool de mémoire approprié et la gestion de la résidence.",{"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 — Guide d'utilisation","Documentation officielle NVIDIA exposant l'utilisation de la VRAM et de la mémoire système WDDM, les budgets mémoire et l'analyse Frame Health pour l'investigation des saccades.","2.31","Voir 7,8 Go utilisés sur une carte graphique de 8 Go peut sembler prouver qu'un jeu a épuisé sa VRAM. Ce n'est pas si simple. Ce guide explique la capacité de la VRAM, les budgets de résidence, les ensembles de travail, la mémoire partagée et comment déterminer si la pression mémoire est réellement à l'origine des saccades.","\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 et streaming","vram-and-streaming",{"id":1116,"name":1117,"slug":1118},330,"Corrections de streaming et d'E\u002FS","streaming-and-io-fixes",{"id":1120,"name":1121,"slug":1122},63,"Saccades de streaming","streaming-stutter",{"id":1124,"name":1125,"slug":1126},62,"Saccades de shaders","shader-stutter",{"id":1128,"name":1129,"slug":1130},328,"Identifier le type de saccade","identify-stutter-type",{"id":283,"login":1132,"email":1133,"displayName":1134},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1136,1549],{"lang":8,"title":1137,"content":1138,"contentJson":1139,"excerpt":1548},"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":1547},1790375269866,[1142,1145,1149,1153,1156,1159,1162,1165,1168,1188,1191,1194,1197,1201,1204,1207,1210,1213,1216,1238,1241,1244,1247,1250,1253,1256,1259,1262,1265,1268,1271,1275,1278,1281,1284,1287,1290,1293,1296,1299,1302,1327,1330,1333,1336,1339,1342,1345,1348,1369,1372,1375,1378,1381,1384,1414,1417,1420,1423,1426,1429,1432,1435,1438,1441,1444,1447,1450,1453,1456,1458,1461,1464,1466,1488,1491,1515,1518,1524,1530,1536,1541],{"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},[1387,1390,1394,1398,1402,1406,1410],[883,1388,1389],"What it suggests","Confidence",[1391,1392,1393],"High VRAM usage, stable frame times","Could be normal caching or stable residency","Low evidence of a problem",[1395,1396,1397],"High usage + budget pressure + repeatable stutter","Memory pressure becomes plausible","Moderate to strong",[1399,1400,1401],"Lower textures remove stutter","Memory footprint was likely involved","Strong diagnostic signal",[1403,1404,1405],"Lower textures change nothing","Look at streaming, shaders, CPU\u002FGPU timing or another cause","Moves suspicion elsewhere",[1407,1408,1409],"System-memory use rises during hitches","Possible cross-pool pressure or related memory movement","Useful correlation, not proof",[1411,1412,1413],"Stutter only on first traversal","Compilation\u002Fstreaming becomes more plausible","Needs repeated-run test",{"id":912,"data":1415,"type":568},{"text":1416,"level":47},"The “VRAM requirement” number is always workload-dependent",{"id":916,"data":1418,"type":544},{"text":1419},"There is no single universal VRAM requirement for a game independent of settings and workload.",{"id":920,"data":1421,"type":544},{"text":1422},"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":1424,"type":544},{"text":1425},"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":1427,"type":568},{"text":1428,"level":47},"Why this matters when buying a GPU",{"id":932,"data":1430,"type":544},{"text":1431},"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":1433,"type":544},{"text":1434},"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":1436,"type":544},{"text":1437},"Capacity and compute solve different constraints.",{"id":944,"data":1439,"type":568},{"text":1440,"level":47},"What would change this answer?",{"id":948,"data":1442,"type":544},{"text":1443},"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":1445,"type":544},{"text":1446},"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":1448,"type":568},{"text":1449,"level":47},"Limitations",{"id":960,"data":1451,"type":544},{"text":1452},"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":1454,"type":544},{"text":1455},"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.",{"id":968,"data":1457,"type":568},{"text":970,"level":47},{"id":972,"data":1459,"type":544},{"text":1460},"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.",{"id":976,"data":1462,"type":544},{"text":1463},"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":1465,"type":568},{"text":982,"level":47},{"id":984,"data":1467,"type":984},{"items":1468,"title":1487},[1469,1472,1475,1478,1481,1484],{"id":988,"answer":1470,"question":1471},"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":1473,"question":1474},"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":1476,"question":1477},"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":1479,"question":1480},"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":1482,"question":1483},"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":1485,"question":1486},"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":1489,"type":568},{"text":1490,"level":47},"Glossary",{"id":1017,"data":1492,"type":1017},{"title":1493,"entries":1494},"Key VRAM terms",[1495,1498,1501,1503,1506,1509,1512],{"term":1496,"anchor":1023,"definition":1497},"VRAM capacity","The physical discrete video memory installed on a graphics card.",{"term":1499,"anchor":1027,"definition":1500},"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":1502},"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":1504,"anchor":1034,"definition":1505},"Working set","The resources actively needed by the game for its current workload.",{"term":1507,"anchor":1038,"definition":1508},"Eviction","Removing a resource from active residency so memory can be used for other resources.",{"term":1510,"anchor":1042,"definition":1511},"VRAM Pressure Ladder","A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.",{"term":1513,"anchor":1046,"definition":1514},"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":1516,"type":568},{"text":1517,"level":47},"Primary sources",{"id":1053,"data":1519,"type":1060},{"link":1055,"meta":1520},{"image":1521,"title":1522,"description":1523},{"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":1525,"type":1060},{"link":1064,"meta":1526},{"image":1527,"title":1528,"description":1529},{"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":1531,"type":1060},{"link":1072,"meta":1532},{"image":1533,"title":1534,"description":1535},{"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":1537,"type":1060},{"link":1080,"meta":1538},{"image":1539,"title":1083,"description":1540},{"url":13},"Official API documentation describing paging resources into the appropriate memory pool and managing residency.",{"id":1086,"data":1542,"type":1060},{"link":1088,"meta":1543},{"image":1544,"title":1545,"description":1546},{"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":1550,"excerpt":1094},{"time":538,"blocks":1551,"version":1093},[1552,1554,1556,1558,1560,1562,1564,1566,1568,1581,1583,1585,1587,1589,1591,1593,1595,1597,1599,1608,1610,1612,1614,1616,1618,1620,1622,1624,1626,1628,1630,1632,1634,1636,1638,1640,1642,1644,1646,1648,1650,1660,1662,1664,1666,1668,1670,1672,1674,1688,1690,1692,1694,1696,1698,1708,1710,1712,1714,1716,1718,1720,1722,1724,1726,1728,1730,1732,1734,1736,1738,1740,1742,1744,1753,1755,1765,1767,1771,1775,1779,1783],{"id":541,"data":1553,"type":544},{"text":543},{"id":546,"data":1555,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1557,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1559,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1561,"type":568},{"text":567,"level":47},{"id":570,"data":1563,"type":544},{"text":572},{"id":574,"data":1565,"type":544},{"text":576},{"id":578,"data":1567,"type":544},{"text":580},{"id":582,"data":1569,"type":618},{"rows":1570,"title":606,"layout":607,"columns":1577},[1571,1573,1575],{"id":586,"label":587,"values":1572},{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":594,"values":1574},{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":601,"values":1576},{"changes":603,"meaning":604,"mistake":605},[1578,1579,1580],{"id":610,"label":611},{"id":613,"label":614},{"id":616,"label":617},{"id":620,"data":1582,"type":568},{"text":622,"level":47},{"id":624,"data":1584,"type":544},{"text":626},{"id":628,"data":1586,"type":544},{"text":630},{"id":632,"data":1588,"type":551},{"body":634,"title":635,"variant":636},{"id":638,"data":1590,"type":568},{"text":640,"level":47},{"id":642,"data":1592,"type":544},{"text":644},{"id":646,"data":1594,"type":544},{"text":648},{"id":650,"data":1596,"type":544},{"text":652},{"id":654,"data":1598,"type":568},{"text":656,"level":47},{"id":658,"data":1600,"type":681},{"steps":1601,"title":679,"orientation":680},[1602,1603,1604,1605,1606,1607],{"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":1609,"type":568},{"text":685,"level":47},{"id":687,"data":1611,"type":544},{"text":689},{"id":691,"data":1613,"type":544},{"text":693},{"id":695,"data":1615,"type":544},{"text":697},{"id":699,"data":1617,"type":568},{"text":701,"level":47},{"id":703,"data":1619,"type":544},{"text":705},{"id":707,"data":1621,"type":544},{"text":709},{"id":711,"data":1623,"type":544},{"text":713},{"id":715,"data":1625,"type":568},{"text":717,"level":47},{"id":719,"data":1627,"type":544},{"text":721},{"id":723,"data":1629,"type":544},{"text":725},{"id":727,"data":1631,"type":551},{"body":729,"title":730,"variant":731},{"id":733,"data":1633,"type":568},{"text":735,"level":47},{"id":737,"data":1635,"type":544},{"text":739},{"id":741,"data":1637,"type":544},{"text":743},{"id":745,"data":1639,"type":544},{"text":747},{"id":749,"data":1641,"type":568},{"text":751,"level":47},{"id":753,"data":1643,"type":544},{"text":755},{"id":757,"data":1645,"type":544},{"text":759},{"id":761,"data":1647,"type":544},{"text":763},{"id":765,"data":1649,"type":568},{"text":767,"level":47},{"id":769,"data":1651,"type":681},{"steps":1652,"title":793,"orientation":680},[1653,1654,1655,1656,1657,1658,1659],{"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":1661,"type":568},{"text":797,"level":47},{"id":799,"data":1663,"type":544},{"text":801},{"id":803,"data":1665,"type":544},{"text":805},{"id":807,"data":1667,"type":544},{"text":809},{"id":811,"data":1669,"type":568},{"text":813,"level":47},{"id":815,"data":1671,"type":544},{"text":817},{"id":819,"data":1673,"type":544},{"text":821},{"id":823,"data":1675,"type":618},{"rows":1676,"title":850,"layout":607,"columns":1685},[1677,1679,1681,1683],{"id":827,"label":828,"values":1678},{"test":830,"pattern":831},{"id":833,"label":834,"values":1680},{"test":836,"pattern":837},{"id":839,"label":840,"values":1682},{"test":842,"pattern":843},{"id":845,"label":846,"values":1684},{"test":848,"pattern":849},[1686,1687],{"id":853,"label":854},{"id":856,"label":857},{"id":859,"data":1689,"type":568},{"text":861,"level":47},{"id":863,"data":1691,"type":544},{"text":865},{"id":867,"data":1693,"type":544},{"text":869},{"id":871,"data":1695,"type":544},{"text":873},{"id":875,"data":1697,"type":568},{"text":877,"level":47},{"id":879,"data":1699,"type":607},{"content":1700,"stretched":910,"withHeadings":15},[1701,1702,1703,1704,1705,1706,1707],[883,884,885],[887,888,889],[891,892,893],[895,896,897],[899,900,901],[903,904,905],[907,908,909],{"id":912,"data":1709,"type":568},{"text":914,"level":47},{"id":916,"data":1711,"type":544},{"text":918},{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erfolgreich abgerufen",{"items":1789,"source":1864,"manualIds":1865,"manualMatchedIds":1866},[1790,1796,1802,1808,1813,1820,1827,1834,1839,1845,1852,1859],{"id":1791,"slug":1792,"title":1793,"excerpt":1794,"featuredImage":14,"publishedAt":1795},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Saccades de shaders : Pourquoi les premiers lancements saccadent et comment les réduire","Les saccades liées aux shaders se produisent lorsque de nouveaux effets sont compilés en temps réel. Apprenez à les identifier rapidement et découvrez les moyens pratiques de réduire les saccades sans réglages placebo.","2026-02-20T23:40:00.000Z",{"id":1797,"slug":1798,"title":1799,"excerpt":1800,"featuredImage":14,"publishedAt":1801},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","Saccades CPU vs Saccades GPU vs Saccades de shaders : Comment savoir ce que vous avez","Toutes les saccades ne sont pas identiques. Découvrez les trois types de saccades courants, leurs effets, et le moyen le plus rapide de les diagnostiquer avant de modifier vos paramètres.","2026-02-19T11:00:00.000Z",{"id":1803,"slug":1804,"title":1805,"excerpt":1806,"featuredImage":14,"publishedAt":1807},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","Corrections des saccades de streaming de stockage : quand les ressources ne suivent plus","Les saccades de streaming surviennent lors du chargement de nouvelles zones : limites de stockage, de décompression ou de streaming d'assets. Utilisez cet ordre de résolution avant de baisser tous les paramètres graphiques.","2026-02-20T21:00:00.000Z",{"id":1809,"slug":1810,"title":1811,"excerpt":1812,"featuredImage":14,"publishedAt":1795},"238","streaming-stutter-storage-decompression-and-the-hitch-pattern","Saccades de streaming : stockage, décompression et profil des saccades","Les saccades de streaming sont liées au chargement des ressources : nouvelles zones, nouvelles textures, saccades périodiques. Apprenez à reconnaître le schéma, ce qu'il faut changer en premier et quelles mises à niveau aident réellement.",{"id":1814,"slug":1815,"title":1816,"excerpt":1817,"featuredImage":1818,"publishedAt":1819},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 ne fait pas décompresser vos jeux par votre SSD : ce que font réellement Zstd et la décompression GPU","DirectStorage 1.4 ajoute la compression Zstandard, la décompression GPU et une nouvelle Game Asset Conditioning Library, mais le SSD lui-même ne reste qu'une partie du pipeline de chargement. Ce guide explique ce que le SSD, DirectStorage, le CPU, le GPU et le moteur de jeu font réellement chacun.","\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":1821,"slug":1822,"title":1823,"excerpt":1824,"featuredImage":1825,"publishedAt":1826},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Pourquoi les jeux PC saccadent lors de la compilation des shaders — et comment la livraison avancée de shaders change la donne","Les saccades de shaders se produisent lorsqu'un jeu PC doit compiler des programmes GPU au mauvais moment. Microsoft Advanced Shader Delivery déplace une grande partie de ce travail hors du PC du joueur en préparant à l'avance des shaders spécifiques au matériel et en les livrant avec le jeu.","\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":1828,"slug":1829,"title":1830,"excerpt":1831,"featuredImage":1832,"publishedAt":1833},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Pourquoi 120 FPS peuvent encore sembler mauvais : temps de frame, 1 % lows et stutter expliqués","Un jeu peut afficher 120, 144 ou même 200 FPS et pourtant sembler saccadé. Ce guide explique pourquoi le FPS moyen peut masquer une mauvaise distribution des images, comment le temps de frame et les 1 % les plus bas révèlent les micro-saccades, et comment diagnostiquer si le CPU, le GPU ou un autre élément de la chaîne est à l'origine du problème.","\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":1835,"slug":1836,"title":1837,"excerpt":1838,"featuredImage":14,"publishedAt":1801},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Stockage et streaming : réduire les temps de chargement sans créer de saccades","Un stockage rapide n'est utile que si le comportement de streaming est stable. Ce guide explique comment les E\u002FS affectent les saccades et ce qu'il faut changer en premier.",{"id":1840,"slug":1841,"title":1842,"excerpt":1843,"featuredImage":14,"publishedAt":1844},"177","ssd-and-streaming-stutter-when-storage-limits-cause-frametime-spikes","SSD et saccades de streaming : quand les limites de stockage causent des pics de frametime","Les saccades de streaming sont dues au chargement des ressources : stockage, décompression et pression sur la mémoire. Utilisez cette checklist pour identifier les pics limités par le stockage et les corriger dans l'ordre.","2026-02-20T15:00:00.000Z",{"id":1846,"slug":1847,"title":1848,"excerpt":1849,"featuredImage":1850,"publishedAt":1851},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","Vous avez réduit les paramètres graphiques mais les FPS ne se sont pas améliorés ? Vous ne corrigez probablement pas le bon goulot d'étranglement","Vous réduisez les ombres, les effets et la résolution, mais les FPS changent à peine. Ce guide explique pourquoi les paramètres graphiques n'aident que lorsqu'ils réduisent la charge qui limite réellement la frame—et comment identifier les goulots d'étranglement liés au CPU, au GPU, à la mémoire, au streaming et au plafonnement des frames.","\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":1853,"slug":1854,"title":1855,"excerpt":1856,"featuredImage":1857,"publishedAt":1858},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compression de textures neuronale RTX n'est pas de la mise à l'échelle : comment l'IA peut échanger de la mémoire de textures contre de la puissance de calcul GPU","NVIDIA RTX Neural Texture Compression change la façon dont les matériaux de jeu peuvent être stockés. Au lieu de conserver chaque canal de texture uniquement sous forme de texels conventionnels, un matériau peut être compressé en données latentes compactes et un petit décodeur neuronal, puis reconstruit par le GPU lorsque nécessaire.","\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":1860,"slug":1861,"title":1862,"excerpt":1863,"featuredImage":14,"publishedAt":1807},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Réalité du cache de shaders : ce qu'il corrige, ce qu'il ne corrige pas et pourquoi les saccades reviennent","Le cache de shaders peut réduire les saccades de compilation répétées, mais il ne corrigera pas les pics CPU ou les saccades de streaming. Découvrez ce qu'il fait réellement et comment le tester correctement.","fallback",[],[]]