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Non è così semplice. Le moderne API grafiche, i driver e i sistemi operativi gestiscono la memoria video attraverso budget, residenza e pool di memoria multipli. Un numero elevato di allocazione o utilizzo può essere normale, mentre un numero inferiore può comunque nascondere un vero problema di pressione sulla memoria.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Risposta diretta\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>L&#39;utilizzo della VRAM non è la stessa cosa del fabbisogno di VRAM.\u003C\u002Fstrong> Ciò che conta è se il gioco riesce a mantenere residenti le risorse di cui ha bisogno all&#39;interno del budget di memoria disponibile senza ripetute espulsioni, paginazione o altre stall. Un grafico della VRAM quasi pieno può essere sano; una residenza instabile sotto pressione può produrre stutter anche prima che un semplice contatore raggiunga la capacità dichiarata della scheda.\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\">Il modello utilizzato in questo articolo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La Scala della Pressione VRAM e il Test di Stabilità della Residenza di seguito sono modelli diagnostici pratici di Figure Rocks. Non sono terminologia formale di Microsoft o NVIDIA.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenuti\">\u003Cstrong class=\"editorjs-toc__title\">Contenuti\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\">Tre numeri vengono spesso confusi: capacità, budget e utilizzo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">La memoria allocata non è automaticamente memoria di cui il gioco non può fare a meno\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-14\" class=\"editorjs-toc__link\">Cosa significa realmente residenza\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-18\" class=\"editorjs-toc__link\">La Scala della Pressione VRAM\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Perché le texture sono la prima impostazione che le persone incolpano\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">VRAM dedicata e memoria di sistema sono pool diversi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">La memoria GPU condivisa non trasforma una scheda da 8 GB in una da 24 GB\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Perché un gioco può scattare prima che la VRAM indichi il 100%\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Perché un utilizzo segnalato al 100% può comunque essere fluido\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">Il test di stabilità della residenza\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">La correlazione del tempo dei frame conta più del numero di picco\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">La pressione sulla memoria e lo streaming degli asset possono sembrare simili\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Perché ridurre le texture può risolvere lo stutter senza aumentare molto gli FPS medi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Una matrice pratica per la diagnosi della VRAM\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Il numero del “requisito VRAM” dipende sempre dal carico di lavoro\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-60\" class=\"editorjs-toc__link\">Perché questo è importante quando si acquista una GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Cosa cambierebbe questa risposta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Limitazioni\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-70\" class=\"editorjs-toc__link\">Conclusione\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\">Glossario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Fonti primarie\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Tre numeri vengono spesso confusi: capacità, budget e utilizzo\u003C\u002Fh2>\n\u003Cp>Il numero stampato sulla scheda grafica è la capacità fisica di memoria video. Windows e il driver grafico espongono anche un budget di memoria: la quantità che un processo può ragionevolmente mantenere residente in quel momento. L'applicazione consuma poi una parte di quel budget con texture, render target, buffer, strutture di accelerazione e altre risorse GPU.\u003C\u002Fp>\n\u003Cp>La documentazione sulla residenza di Direct3D 12 di Microsoft afferma che il budget di memoria video disponibile può fluttuare quando i processi in background si attivano e si sospendono o quando il focus cambia tra le applicazioni. Ciò significa che la memoria pratica disponibile per un gioco non è sempre un numero fisso uguale a quello stampato sulla GPU.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems espone direttamente questa distinzione tracciando l'utilizzo della VRAM della GPU insieme al budget di memoria su Windows.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Capacità vs budget vs utilizzo\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\">Cosa significa\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Può cambiare durante il gioco?\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\">Errore comune\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\">Capacità fisica della VRAM\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The card&#39;s installed discrete video memory\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">No\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Assuming the game can always use every byte freely\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Budget di residenza\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\">Utilizzo \u002F allocazione corrente\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Memory currently consumed or allocated by the process\u002Ftool&#39;s accounting model\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Constantly\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Treating a high number as automatic proof of exhaustion\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-10\">La memoria allocata non è automaticamente memoria di cui il gioco non può fare a meno\u003C\u002Fh2>\n\u003Cp>I giochi possono mantenere disponibili le risorse perché la VRAM inutilizzata ha di per sé poco valore. Un gioco può memorizzare nella cache texture, geometria o risorse temporanee in modo che siano pronte se necessario.\u003C\u002Fp>\n\u003Cp>Ecco perché \"il mio gioco usa quasi tutta la mia VRAM\" non è, di per sé, una diagnosi. La domanda utile è se il working set rimane stabile all'interno del budget e se il sistema deve spostare o ricreare ripetutamente le risorse.\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 domanda migliore\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Non chiedere solo \u003Cstrong>&quot;Quanta VRAM viene utilizzata?&quot;\u003C\u002Fstrong> Chiedi \u003Cstrong>&quot;Il gioco è sotto pressione di residenza, e questa pressione è correlata a frame lenti?&quot;\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-14\">Cosa significa realmente residenza\u003C\u002Fh2>\n\u003Cp>Microsoft definisce una risorsa come residente quando è accessibile dalla GPU. Le applicazioni Direct3D 12 devono gestire la relazione tra le loro risorse accessibili dalla GPU e il budget di residenza corrente.\u003C\u002Fp>\n\u003Cp>Quando la pressione aumenta, le risorse possono essere espulse dalla residenza ad accesso rapido. Microsoft osserva che sulle GPU discrete il kernel può spostare alcuni heap dalla memoria video verso la memoria di sistema come fallback estremo, ma ci si aspetta che le applicazioni rimangano entro il budget anziché fare affidamento su un comportamento oltre il budget.\u003C\u002Fp>\n\u003Cp>La conseguenza pratica è che i problemi di prestazioni riguardano il movimento e la disponibilità, non solo la pienezza visiva di una barra.\u003C\u002Fp>\n\u003Ch2 id=\"section-18\">La Scala della Pressione VRAM\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Dall'uso sano alla pressione di memoria dirompente\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. Margine\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il working set rientra comodamente nel budget corrente.\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. Residenza elevata ma stabile\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'utilizzo della VRAM è elevato, ma le risorse necessarie rimangono residenti e la consegna dei frame è stabile.\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. Pressione sul budget\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Il gioco si avvicina al budget corrente e ha meno spazio per risorse aggiuntive o picchi transitori.\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. Espulsione e sostituzione\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le risorse devono essere rimosse, ricreate, trasmesse in streaming o spostate man mano che il working set cambia.\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. Fallback tra pool\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Alcune risorse possono fare maggior affidamento sulla memoria di sistema o sui trasferimenti, aumentando la latenza e la pressione sulla larghezza di banda.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Errore visibile\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Compaiono stutter, arrivo ritardato delle texture, qualità ridotta, errore di allocazione o instabilità.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-20\">Perché le texture sono la prima impostazione che le persone incolpano\u003C\u002Fh2>\n\u003Cp>La qualità delle texture ha spesso una forte relazione con l'occupazione di memoria perché asset di texture a risoluzione più alta richiedono più spazio. Questo rende la qualità delle texture un test sensato quando si sospetta una pressione sulla VRAM.\u003C\u002Fp>\n\u003Cp>Ma la qualità delle texture non è l'unico consumatore. Render target, buffer di geometria, shadow map, strutture di accelerazione per il ray tracing, risorse per la generazione dei frame o la ricostruzione, cache e allocazioni specifiche del motore competono anch'essi per la memoria.\u003C\u002Fp>\n\u003Cp>Quindi un gioco può superare un budget di memoria confortevole anche con texture moderate, e un altro gioco può funzionare vicino alla capacità fisica senza problemi visibili perché la sua strategia di residenza è efficiente.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">VRAM dedicata e memoria di sistema sono pool diversi\u003C\u002Fh2>\n\u003Cp>Su una GPU discreta, la VRAM dedicata è fisicamente collegata alla scheda grafica. La RAM di sistema si trova sul lato CPU della piattaforma.\u003C\u002Fp>\n\u003Cp>La documentazione D3D12 di Microsoft descrive gli adattatori discreti come dotati di pool di memoria separati e avverte che spostare gli heap fuori dalla memoria video dovrebbe essere considerato un'ultima risorsa piuttosto che una normale strategia di prestazioni.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems espone grafici Windows separati per la VRAM della GPU e la memoria di sistema WDDM, il che è utile quando si diagnostica se la pressione di memoria sta traboccando oltre il pool locale al dispositivo.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">La memoria GPU condivisa non trasforma una scheda da 8 GB in una da 24 GB\u003C\u002Fh2>\n\u003Cp>Windows può esporre la memoria di sistema ai carichi di lavoro grafici, ma ciò non rende la RAM di sistema equivalente alla VRAM dedicata.\u003C\u002Fp>\n\u003Cp>I due pool differiscono per posizione fisica, percorso di accesso, latenza e larghezza di banda. Un carico di lavoro grafico che deve fare affidamento sulla memoria host non si trova nella stessa situazione di uno le cui risorse attive rimangono nella memoria locale al dispositivo.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">I totali di Task Manager possono essere fuorvianti\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Sommare “Memoria GPU dedicata” e “Memoria GPU condivisa” produce un totale indirizzabile, non un pool con caratteristiche di prestazioni uniformi.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-32\">Perché un gioco può scattare prima che la VRAM indichi il 100%\u003C\u002Fh2>\n\u003Cp>Il budget di residenza può essere inferiore alla capacità fisica e può cambiare mentre il gioco è in esecuzione. Applicazioni GPU in background, overlay, browser, strumenti di cattura o un altro processo possono alterare la quantità di memoria disponibile per il gioco.\u003C\u002Fp>\n\u003Cp>Ciò significa che un gioco non deve mostrare esattamente 8,0 su 8,0 GB prima che la pressione di memoria diventi rilevante.\u003C\u002Fp>\n\u003Cp>Microsoft nota esplicitamente che il budget può fluttuare e che superarlo può causare il congelamento intermittente di un processo per consentire l'esecuzione di altre applicazioni, o causare il fallimento della creazione di risorse.\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">Perché un utilizzo segnalato al 100% può comunque essere fluido\u003C\u002Fh2>\n\u003Cp>È possibile anche il contrario. Un gioco o un driver può riservare o trattenere memoria in modo aggressivo pur mantenendo un working set sano.\u003C\u002Fp>\n\u003Cp>Se i tempi dei frame rimangono stabili, lo streaming delle texture si comporta normalmente e il gioco rimane entro il suo budget di residenza effettivo, il numero elevato può semplicemente indicare che la memoria disponibile viene utilizzata in modo produttivo.\u003C\u002Fp>\n\u003Cp>Un grafico che sembra pieno è un segnale da investigare, non un verdetto.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">Il test di stabilità della residenza\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Verifica se la VRAM sta effettivamente causando il problema\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Riproduci lo stutter\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usa la stessa posizione, movimento di camera o percorso di attraversamento in modo che il comportamento della memoria sia comparabile.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Registra il tempo dei frame\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Identifica esattamente quando si verificano i frame lenti invece di affidarti agli FPS medi.\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. Osserva l'utilizzo e il budget della VRAM\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Se il tuo strumento espone entrambi, confronta il consumo attuale con il budget disponibile.\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. Osserva il riversamento nella memoria di sistema\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Cerca la crescita della memoria host o altri segni che il working set grafico non è più comodamente locale al dispositivo.\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. Riduci un'impostazione ad alto consumo di memoria\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Riduci la risoluzione delle texture o un'altra impostazione nota per ridurre l'occupazione di memoria.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Ripeti lo stesso percorso\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un miglioramento significativo dovrebbe ridurre gli stessi picchi nelle stesse condizioni.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Separa la capacità dallo streaming\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Se il problema si verifica solo quando si entra in nuove aree, lo streaming o la compilazione degli asset potrebbe essere coinvolto anche se l'utilizzo della memoria è elevato.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-42\">La correlazione del tempo dei frame conta più del numero di picco\u003C\u002Fh2>\n\u003Cp>Supponiamo che la VRAM raggiunga 7,7 GB e rimanga lì per venti minuti mentre il gioco è fluido. Quel picco da solo è una prova debole.\u003C\u002Fp>\n\u003Cp>Ora supponiamo che ogni rotazione della camera verso una nuova area causi un aumento del traffico verso la memoria di sistema e produca un picco di 60 ms in un frame. Quella correlazione è molto più utile.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems include una vista Frame Health pensata specificamente per far emergere azioni insolitamente lente nei frame, inclusa la mappatura della memoria tra le altre cause. Abbinare le prove di temporizzazione alle prove sulla memoria è molto più forte che leggere un singolo grafico di capacità in isolamento.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">La pressione sulla memoria e lo streaming degli asset possono sembrare simili\u003C\u002Fh2>\n\u003Cp>Un gioco che esegue lo streaming di una nuova area dall'archiviazione può bloccarsi anche quando ha VRAM sufficiente. Un gioco sotto pressione della VRAM può anche bloccarsi mentre sostituisce le risorse residenti. Dal punto di vista del giocatore, entrambi possono apparire come “stutter nel caricamento delle texture”.\u003C\u002Fp>\n\u003Cp>La differenza è importante perché le soluzioni sono diverse. Ridurre le texture può aiutare un problema di residenza della memoria ma può fare poco per uno stallo nella compilazione degli shader o per la decompressione degli asset lato archiviazione.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Sintomo simile, causa diversa\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\">Schema tipico\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\">Pressione sulla 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 degli asset\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\">Compilazione degli shader\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\">Decompressione \u002F setup lato 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\">Perché ridurre le texture può risolvere lo stutter senza aumentare molto gli FPS medi\u003C\u002Fh2>\n\u003Cp>Se il frame rate medio è controllato dalla CPU o dal calcolo della GPU, ridurre la qualità delle texture potrebbe non aumentare significativamente la media.\u003C\u002Fp>\n\u003Cp>Ma se il set di texture originale stava creando pressione sulla residenza, la stessa modifica può ridurre i frame lenti e i blocchi durante l'attraversamento.\u003C\u002Fp>\n\u003Cp>Questo è un altro motivo per non giudicare ogni impostazione grafica solo in base agli FPS medi. Alcune impostazioni migliorano la coerenza piuttosto che la produttività.\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Una matrice pratica per la diagnosi della 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\">Osservazione\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Cosa suggerisce\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Confidenza\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Uso elevato della VRAM, tempi frame stabili\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Potrebbe essere caching normale o residenza stabile\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Bassa evidenza di un problema\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Uso elevato + pressione sul budget + stutter ripetibile\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La pressione sulla memoria diventa plausibile\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Da moderata a forte\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texture inferiori eliminano lo stutter\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">L'occupazione di memoria era probabilmente coinvolta\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Forte segnale diagnostico\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texture inferiori non cambiano nulla\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Esaminare streaming, shader, timing CPU\u002FGPU o un'altra causa\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Sposta il sospetto altrove\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">L'uso della memoria di sistema aumenta durante i blocchi\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Possibile pressione cross-pool o movimento di memoria correlato\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Correlazione utile, non prova\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Stutter solo alla prima traversata\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Compilazione\u002Fstreaming diventa più plausibile\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Necessita di test con esecuzioni ripetute\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-56\">Il numero del “requisito VRAM” dipende sempre dal carico di lavoro\u003C\u002Fh2>\n\u003Cp>Non esiste un singolo requisito VRAM universale per un gioco indipendente dalle impostazioni e dal carico di lavoro.\u003C\u002Fp>\n\u003Cp>Risoluzione, qualità delle texture, ray tracing, complessità del livello, mod, pacchetti di asset ad alta risoluzione, numero di frame buffer e comportamento del motore possono tutti cambiare il working set.\u003C\u002Fp>\n\u003Cp>Una raccomandazione utile necessita quindi di condizioni: risoluzione, impostazioni, versione del gioco, stato delle mod e obiettivo di prestazioni. “Questo gioco richiede 12 GB” senza queste condizioni è troppo approssimativo per essere un'affermazione tecnica affidabile.\u003C\u002Fp>\n\u003Ch2 id=\"section-60\">Perché questo è importante quando si acquista una GPU\u003C\u002Fh2>\n\u003Cp>La capacità VRAM non dovrebbe essere valutata solo in base al numero di allocazione medio odierno. La domanda utile è se la scheda ha abbastanza margine di memoria per le risoluzioni, la qualità delle texture, le funzionalità di ray tracing e i carichi di lavoro futuri che si intende effettivamente utilizzare.\u003C\u002Fp>\n\u003Cp>Allo stesso tempo, acquistare più VRAM non compensa prestazioni di calcolo della GPU insufficienti. Una scheda può avere memoria abbondante ed essere comunque troppo lenta per il carico di lavoro di rendering target.\u003C\u002Fp>\n\u003Cp>Capacità e calcolo risolvono vincoli diversi.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Cosa cambierebbe questa risposta?\u003C\u002Fh2>\n\u003Cp>Le architetture a memoria unificata cambiano la topologia fisica della memoria perché CPU e GPU possono condividere un pool comune in modo più diretto. La distinzione tra capacità e budget rimane comunque importante, ma il modello di costo differisce da una GPU discreta convenzionale.\u003C\u002Fp>\n\u003Cp>I futuri sistemi di memoria GPU potrebbero anche migliorare il faulting, la compressione, lo streaming o l'accesso cross-pool. La penalità di prestazioni esatta della pressione sulla memoria può cambiare, ma la distinzione fondamentale tra capacità, working set attivo e pressione di residenza rimane utile.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Limitazioni\u003C\u002Fh2>\n\u003Cp>Gli strumenti di monitoraggio per consumatori non espongono tutti le stesse definizioni di memoria. “Allocato”, “uso dedicato”, “budget”, “committed” e “residente” possono riferirsi a diversi livelli di gestione della memoria.\u003C\u002Fp>\n\u003Cp>Utilizzare uno strumento in modo coerente e leggere le definizioni delle sue metriche prima di confrontare i numeri tra sistemi o recensioni.\u003C\u002Fp>\n\u003Ch2 id=\"section-70\">Conclusione\u003C\u002Fh2>\n\u003Cp>Un misuratore VRAM quasi pieno non è automaticamente un problema, e un misuratore non del tutto pieno non garantisce sicurezza.\u003C\u002Fp>\n\u003Cp>La vera domanda è se le risorse attive del gioco rimangono stabili all'interno del budget di memoria corrente. Misurare i tempi frame, osservare il budget dove possibile, testare impostazioni ad alto consumo di memoria e cercare una correlazione ripetibile. I problemi di VRAM riguardano la pressione di residenza e il movimento—non solo il numero stampato accanto a “memoria GPU utilizzata”.\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\">Utilizzo della VRAM, budget e stutter\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Un utilizzo della VRAM al 100% è sempre negativo?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Un utilizzo elevato segnalato può essere normale se il working set del gioco rimane residente e la distribuzione dei frame è stabile.\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 gioco può esaurire la VRAM utilizzabile prima che il contatore raggiunga la capacità totale della scheda?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sì. Il budget di residenza effettivo può essere inferiore alla capacità fisica e può cambiare al variare di altri processi e condizioni di sistema.\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\">Perché ridurre le texture a volte risolve lo stutter ma non aumenta gli FPS medi?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La qualità delle texture può ridurre la pressione sulla memoria e gli eventi di frame lenti anche quando la velocità media è limitata dalla CPU o dal calcolo della GPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">La memoria GPU condivisa compensa una VRAM insufficiente?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La memoria di sistema può essere utilizzata dai carichi di lavoro grafici, ma non ha le stesse caratteristiche prestazionali della VRAM locale al dispositivo su una GPU dedicata.\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\">Come posso capire se lo stutter è realmente causato dalla VRAM?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Usa acquisizioni ripetibili, confronta i picchi dei tempi frame con il budget e l&#39;utilizzo della memoria, e verifica se ridurre le impostazioni ad alto consumo di memoria elimina gli stessi intoppi.\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\">Quanta VRAM serve realmente a un gioco?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Dipende da risoluzione, impostazioni, ray tracing, asset, mod e comportamento del motore. Un requisito utile dovrebbe sempre includere queste condizioni.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glossario\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\">Termini chiave della 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\">Capacità VRAM\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La memoria video discreta fisica installata su una scheda grafica.\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\">Residenza\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Lo stato in cui una risorsa GPU è attualmente accessibile dalla GPU nel pool di memoria fisica pertinente.\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 di residenza\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La quantità di memoria fisica accessibile alla GPU che un processo dovrebbe mantenere residente in un dato momento secondo la politica di gestione della memoria del sistema operativo.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"working-set\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Working set\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Le risorse attivamente necessarie al gioco per il suo carico di lavoro corrente.\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\">Espulsione\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La rimozione di una risorsa dalla residenza attiva in modo che la memoria possa essere utilizzata per altre risorse.\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\">Scala della pressione VRAM\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modello Figure Rocks che descrive la progressione da un margine confortevole a una residenza instabile e a guasti visibili legati alla memoria.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"residency-stability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Test di stabilità della residenza\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flusso di lavoro Figure Rocks per correlare problemi di tempo frame con budget VRAM, utilizzo, spillover e modifiche controllate alle impostazioni di memoria.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Fonti primarie\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 — Residenza Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentazione ufficiale Microsoft che copre budget di residenza, risorse heap, espulsione e il comportamento della memoria video discreta sotto pressione.\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 — Budget di residenza del processo\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentazione ufficiale dei driver Windows che spiega i budget di memoria dei processi WDDM e come le applicazioni dimensionano le risorse residenti.\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 — Gestione della memoria in Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Panoramica ufficiale della gestione della memoria Direct3D 12 e della strategia 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\">Documentazione ufficiale dell&#39;API che descrive il paging delle risorse nel pool di memoria appropriato e la gestione della residenza.\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 — Guida utente\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentazione ufficiale NVIDIA che espone l&#39;utilizzo di VRAM e memoria di sistema WDDM, i budget di memoria e l&#39;analisi Frame Health per l&#39;indagine sullo stutter.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1093},1790375803026,[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},"Vedere 7,8 GB utilizzati su una scheda grafica da 8 GB può sembrare la prova che il gioco abbia \"esaurito la VRAM\". Non è così semplice. Le moderne API grafiche, i driver e i sistemi operativi gestiscono la memoria video attraverso budget, residenza e pool di memoria multipli. Un numero elevato di allocazione o utilizzo può essere normale, mentre un numero inferiore può comunque nascondere un vero problema di pressione sulla memoria.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>L'utilizzo della VRAM non è la stessa cosa del fabbisogno di VRAM.\u003C\u002Fstrong> Ciò che conta è se il gioco riesce a mantenere residenti le risorse di cui ha bisogno all'interno del budget di memoria disponibile senza ripetute espulsioni, paginazione o altre stall. Un grafico della VRAM quasi pieno può essere sano; una residenza instabile sotto pressione può produrre stutter anche prima che un semplice contatore raggiunga la capacità dichiarata della scheda.","Risposta diretta","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"La Scala della Pressione VRAM e il Test di Stabilità della Residenza di seguito sono modelli diagnostici pratici di Figure Rocks. Non sono terminologia formale di Microsoft o NVIDIA.","Il modello utilizzato in questo articolo","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Contenuti",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-three",{"text":567,"level":47},"Tre numeri vengono spesso confusi: capacità, budget e utilizzo","header",{"id":570,"data":571,"type":544},"p-three-1",{"text":572},"Il numero stampato sulla scheda grafica è la capacità fisica di memoria video. Windows e il driver grafico espongono anche un budget di memoria: la quantità che un processo può ragionevolmente mantenere residente in quel momento. L'applicazione consuma poi una parte di quel budget con texture, render target, buffer, strutture di accelerazione e altre risorse GPU.",{"id":574,"data":575,"type":544},"p-three-2",{"text":576},"La documentazione sulla residenza di Direct3D 12 di Microsoft afferma che il budget di memoria video disponibile può fluttuare quando i processi in background si attivano e si sospendono o quando il focus cambia tra le applicazioni. Ciò significa che la memoria pratica disponibile per un gioco non è sempre un numero fisso uguale a quello stampato sulla GPU.",{"id":578,"data":579,"type":544},"p-three-3",{"text":580},"NVIDIA Nsight Systems espone direttamente questa distinzione tracciando l'utilizzo della VRAM della GPU insieme al budget di memoria su 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","Capacità fisica della VRAM",{"changes":589,"meaning":590,"mistake":591},"No","The card's installed discrete video memory","Assuming the game can always use every byte freely",{"id":593,"label":594,"values":595},"budget","Budget di residenza",{"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","Utilizzo \u002F allocazione corrente",{"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","Capacità vs budget vs utilizzo","table",[609,612,615],{"id":610,"label":611},"meaning","Cosa significa",{"id":613,"label":614},"changes","Può cambiare durante il gioco?",{"id":616,"label":617},"mistake","Errore comune","comparison",{"id":620,"data":621,"type":568},"h-alloc",{"text":622,"level":47},"La memoria allocata non è automaticamente memoria di cui il gioco non può fare a meno",{"id":624,"data":625,"type":544},"p-alloc-1",{"text":626},"I giochi possono mantenere disponibili le risorse perché la VRAM inutilizzata ha di per sé poco valore. Un gioco può memorizzare nella cache texture, geometria o risorse temporanee in modo che siano pronte se necessario.",{"id":628,"data":629,"type":544},"p-alloc-2",{"text":630},"Ecco perché \"il mio gioco usa quasi tutta la mia VRAM\" non è, di per sé, una diagnosi. La domanda utile è se il working set rimane stabile all'interno del budget e se il sistema deve spostare o ricreare ripetutamente le risorse.",{"id":632,"data":633,"type":551},"better-question",{"body":634,"title":635,"variant":636},"Non chiedere solo \u003Cstrong>\"Quanta VRAM viene utilizzata?\"\u003C\u002Fstrong> Chiedi \u003Cstrong>\"Il gioco è sotto pressione di residenza, e questa pressione è correlata a frame lenti?\"\u003C\u002Fstrong>","La domanda migliore","success",{"id":638,"data":639,"type":568},"h-residency",{"text":640,"level":47},"Cosa significa realmente residenza",{"id":642,"data":643,"type":544},"p-res-1",{"text":644},"Microsoft definisce una risorsa come residente quando è accessibile dalla GPU. Le applicazioni Direct3D 12 devono gestire la relazione tra le loro risorse accessibili dalla GPU e il budget di residenza corrente.",{"id":646,"data":647,"type":544},"p-res-2",{"text":648},"Quando la pressione aumenta, le risorse possono essere espulse dalla residenza ad accesso rapido. Microsoft osserva che sulle GPU discrete il kernel può spostare alcuni heap dalla memoria video verso la memoria di sistema come fallback estremo, ma ci si aspetta che le applicazioni rimangano entro il budget anziché fare affidamento su un comportamento oltre il budget.",{"id":650,"data":651,"type":544},"p-res-3",{"text":652},"La conseguenza pratica è che i problemi di prestazioni riguardano il movimento e la disponibilità, non solo la pienezza visiva di una barra.",{"id":654,"data":655,"type":568},"h-ladder",{"text":656,"level":47},"La Scala della Pressione 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. Margine","Il working set rientra comodamente nel budget corrente.",{"label":665,"description":666},"2. Residenza elevata ma stabile","L'utilizzo della VRAM è elevato, ma le risorse necessarie rimangono residenti e la consegna dei frame è stabile.",{"label":668,"description":669},"3. Pressione sul budget","Il gioco si avvicina al budget corrente e ha meno spazio per risorse aggiuntive o picchi transitori.",{"label":671,"description":672},"4. Espulsione e sostituzione","Le risorse devono essere rimosse, ricreate, trasmesse in streaming o spostate man mano che il working set cambia.",{"label":674,"description":675},"5. Fallback tra pool","Alcune risorse possono fare maggior affidamento sulla memoria di sistema o sui trasferimenti, aumentando la latenza e la pressione sulla larghezza di banda.",{"label":677,"description":678},"6. Errore visibile","Compaiono stutter, arrivo ritardato delle texture, qualità ridotta, errore di allocazione o instabilità.","Dall'uso sano alla pressione di memoria dirompente","auto","processFlow",{"id":683,"data":684,"type":568},"h-textures",{"text":685,"level":47},"Perché le texture sono la prima impostazione che le persone incolpano",{"id":687,"data":688,"type":544},"p-tex-1",{"text":689},"La qualità delle texture ha spesso una forte relazione con l'occupazione di memoria perché asset di texture a risoluzione più alta richiedono più spazio. Questo rende la qualità delle texture un test sensato quando si sospetta una pressione sulla VRAM.",{"id":691,"data":692,"type":544},"p-tex-2",{"text":693},"Ma la qualità delle texture non è l'unico consumatore. Render target, buffer di geometria, shadow map, strutture di accelerazione per il ray tracing, risorse per la generazione dei frame o la ricostruzione, cache e allocazioni specifiche del motore competono anch'essi per la memoria.",{"id":695,"data":696,"type":544},"p-tex-3",{"text":697},"Quindi un gioco può superare un budget di memoria confortevole anche con texture moderate, e un altro gioco può funzionare vicino alla capacità fisica senza problemi visibili perché la sua strategia di residenza è efficiente.",{"id":699,"data":700,"type":568},"h-pools",{"text":701,"level":47},"VRAM dedicata e memoria di sistema sono pool diversi",{"id":703,"data":704,"type":544},"p-pool-1",{"text":705},"Su una GPU discreta, la VRAM dedicata è fisicamente collegata alla scheda grafica. La RAM di sistema si trova sul lato CPU della piattaforma.",{"id":707,"data":708,"type":544},"p-pool-2",{"text":709},"La documentazione D3D12 di Microsoft descrive gli adattatori discreti come dotati di pool di memoria separati e avverte che spostare gli heap fuori dalla memoria video dovrebbe essere considerato un'ultima risorsa piuttosto che una normale strategia di prestazioni.",{"id":711,"data":712,"type":544},"p-pool-3",{"text":713},"NVIDIA Nsight Systems espone grafici Windows separati per la VRAM della GPU e la memoria di sistema WDDM, il che è utile quando si diagnostica se la pressione di memoria sta traboccando oltre il pool locale al dispositivo.",{"id":715,"data":716,"type":568},"h-shared",{"text":717,"level":47},"La memoria GPU condivisa non trasforma una scheda da 8 GB in una da 24 GB",{"id":719,"data":720,"type":544},"p-shared-1",{"text":721},"Windows può esporre la memoria di sistema ai carichi di lavoro grafici, ma ciò non rende la RAM di sistema equivalente alla VRAM dedicata.",{"id":723,"data":724,"type":544},"p-shared-2",{"text":725},"I due pool differiscono per posizione fisica, percorso di accesso, latenza e larghezza di banda. Un carico di lavoro grafico che deve fare affidamento sulla memoria host non si trova nella stessa situazione di uno le cui risorse attive rimangono nella memoria locale al dispositivo.",{"id":727,"data":728,"type":551},"shared-warning",{"body":729,"title":730,"variant":731},"Sommare “Memoria GPU dedicata” e “Memoria GPU condivisa” produce un totale indirizzabile, non un pool con caratteristiche di prestazioni uniformi.","I totali di Task Manager possono essere fuorvianti","warning",{"id":733,"data":734,"type":568},"h-before100",{"text":735,"level":47},"Perché un gioco può scattare prima che la VRAM indichi il 100%",{"id":737,"data":738,"type":544},"p-before-1",{"text":739},"Il budget di residenza può essere inferiore alla capacità fisica e può cambiare mentre il gioco è in esecuzione. Applicazioni GPU in background, overlay, browser, strumenti di cattura o un altro processo possono alterare la quantità di memoria disponibile per il gioco.",{"id":741,"data":742,"type":544},"p-before-2",{"text":743},"Ciò significa che un gioco non deve mostrare esattamente 8,0 su 8,0 GB prima che la pressione di memoria diventi rilevante.",{"id":745,"data":746,"type":544},"p-before-3",{"text":747},"Microsoft nota esplicitamente che il budget può fluttuare e che superarlo può causare il congelamento intermittente di un processo per consentire l'esecuzione di altre applicazioni, o causare il fallimento della creazione di risorse.",{"id":749,"data":750,"type":568},"h-fullsmooth",{"text":751,"level":47},"Perché un utilizzo segnalato al 100% può comunque essere fluido",{"id":753,"data":754,"type":544},"p-full-1",{"text":755},"È possibile anche il contrario. Un gioco o un driver può riservare o trattenere memoria in modo aggressivo pur mantenendo un working set sano.",{"id":757,"data":758,"type":544},"p-full-2",{"text":759},"Se i tempi dei frame rimangono stabili, lo streaming delle texture si comporta normalmente e il gioco rimane entro il suo budget di residenza effettivo, il numero elevato può semplicemente indicare che la memoria disponibile viene utilizzata in modo produttivo.",{"id":761,"data":762,"type":544},"p-full-3",{"text":763},"Un grafico che sembra pieno è un segnale da investigare, non un verdetto.",{"id":765,"data":766,"type":568},"h-test",{"text":767,"level":47},"Il test di stabilità della residenza",{"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. Riproduci lo stutter","Usa la stessa posizione, movimento di camera o percorso di attraversamento in modo che il comportamento della memoria sia comparabile.",{"label":776,"description":777},"2. Registra il tempo dei frame","Identifica esattamente quando si verificano i frame lenti invece di affidarti agli FPS medi.",{"label":779,"description":780},"3. Osserva l'utilizzo e il budget della VRAM","Se il tuo strumento espone entrambi, confronta il consumo attuale con il budget disponibile.",{"label":782,"description":783},"4. Osserva il riversamento nella memoria di sistema","Cerca la crescita della memoria host o altri segni che il working set grafico non è più comodamente locale al dispositivo.",{"label":785,"description":786},"5. Riduci un'impostazione ad alto consumo di memoria","Riduci la risoluzione delle texture o un'altra impostazione nota per ridurre l'occupazione di memoria.",{"label":788,"description":789},"6. Ripeti lo stesso percorso","Un miglioramento significativo dovrebbe ridurre gli stessi picchi nelle stesse condizioni.",{"label":791,"description":792},"7. Separa la capacità dallo streaming","Se il problema si verifica solo quando si entra in nuove aree, lo streaming o la compilazione degli asset potrebbe essere coinvolto anche se l'utilizzo della memoria è elevato.","Verifica se la VRAM sta effettivamente causando il problema",{"id":795,"data":796,"type":568},"h-correlation",{"text":797,"level":47},"La correlazione del tempo dei frame conta più del numero di picco",{"id":799,"data":800,"type":544},"p-corr-1",{"text":801},"Supponiamo che la VRAM raggiunga 7,7 GB e rimanga lì per venti minuti mentre il gioco è fluido. Quel picco da solo è una prova debole.",{"id":803,"data":804,"type":544},"p-corr-2",{"text":805},"Ora supponiamo che ogni rotazione della camera verso una nuova area causi un aumento del traffico verso la memoria di sistema e produca un picco di 60 ms in un frame. Quella correlazione è molto più utile.",{"id":807,"data":808,"type":544},"p-corr-3",{"text":809},"NVIDIA Nsight Systems include una vista Frame Health pensata specificamente per far emergere azioni insolitamente lente nei frame, inclusa la mappatura della memoria tra le altre cause. Abbinare le prove di temporizzazione alle prove sulla memoria è molto più forte che leggere un singolo grafico di capacità in isolamento.",{"id":811,"data":812,"type":568},"h-streaming",{"text":813,"level":47},"La pressione sulla memoria e lo streaming degli asset possono sembrare simili",{"id":815,"data":816,"type":544},"p-stream-1",{"text":817},"Un gioco che esegue lo streaming di una nuova area dall'archiviazione può bloccarsi anche quando ha VRAM sufficiente. Un gioco sotto pressione della VRAM può anche bloccarsi mentre sostituisce le risorse residenti. Dal punto di vista del giocatore, entrambi possono apparire come “stutter nel caricamento delle texture”.",{"id":819,"data":820,"type":544},"p-stream-2",{"text":821},"La differenza è importante perché le soluzioni sono diverse. Ridurre le texture può aiutare un problema di residenza della memoria ma può fare poco per uno stallo nella compilazione degli shader o per la decompressione degli asset lato archiviazione.",{"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","Pressione sulla 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 degli asset",{"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","Compilazione degli shader",{"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","Decompressione \u002F setup lato CPU",{"test":848,"pattern":849},"Compare CPU\u002FGPU timing during the hitch","GPU may wait while CPU-side work spikes","Sintomo simile, causa diversa",[852,855],{"id":853,"label":854},"pattern","Schema tipico",{"id":856,"label":857},"test","Test utile",{"id":859,"data":860,"type":568},"h-texturefix",{"text":861,"level":47},"Perché ridurre le texture può risolvere lo stutter senza aumentare molto gli FPS medi",{"id":863,"data":864,"type":544},"p-tfix-1",{"text":865},"Se il frame rate medio è controllato dalla CPU o dal calcolo della GPU, ridurre la qualità delle texture potrebbe non aumentare significativamente la media.",{"id":867,"data":868,"type":544},"p-tfix-2",{"text":869},"Ma se il set di texture originale stava creando pressione sulla residenza, la stessa modifica può ridurre i frame lenti e i blocchi durante l'attraversamento.",{"id":871,"data":872,"type":544},"p-tfix-3",{"text":873},"Questo è un altro motivo per non giudicare ogni impostazione grafica solo in base agli FPS medi. Alcune impostazioni migliorano la coerenza piuttosto che la produttività.",{"id":875,"data":876,"type":568},"h-matrix",{"text":877,"level":47},"Una matrice pratica per la diagnosi della 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],"Osservazione","Cosa suggerisce","Confidenza",[887,888,889],"Uso elevato della VRAM, tempi frame stabili","Potrebbe essere caching normale o residenza stabile","Bassa evidenza di un problema",[891,892,893],"Uso elevato + pressione sul budget + stutter ripetibile","La pressione sulla memoria diventa plausibile","Da moderata a forte",[895,896,897],"Texture inferiori eliminano lo stutter","L'occupazione di memoria era probabilmente coinvolta","Forte segnale diagnostico",[899,900,901],"Texture inferiori non cambiano nulla","Esaminare streaming, shader, timing CPU\u002FGPU o un'altra causa","Sposta il sospetto altrove",[903,904,905],"L'uso della memoria di sistema aumenta durante i blocchi","Possibile pressione cross-pool o movimento di memoria correlato","Correlazione utile, non prova",[907,908,909],"Stutter solo alla prima traversata","Compilazione\u002Fstreaming diventa più plausibile","Necessita di test con esecuzioni ripetute",false,{"id":912,"data":913,"type":568},"h-requirement",{"text":914,"level":47},"Il numero del “requisito VRAM” dipende sempre dal carico di lavoro",{"id":916,"data":917,"type":544},"p-req-1",{"text":918},"Non esiste un singolo requisito VRAM universale per un gioco indipendente dalle impostazioni e dal carico di lavoro.",{"id":920,"data":921,"type":544},"p-req-2",{"text":922},"Risoluzione, qualità delle texture, ray tracing, complessità del livello, mod, pacchetti di asset ad alta risoluzione, numero di frame buffer e comportamento del motore possono tutti cambiare il working set.",{"id":924,"data":925,"type":544},"p-req-3",{"text":926},"Una raccomandazione utile necessita quindi di condizioni: risoluzione, impostazioni, versione del gioco, stato delle mod e obiettivo di prestazioni. “Questo gioco richiede 12 GB” senza queste condizioni è troppo approssimativo per essere un'affermazione tecnica affidabile.",{"id":928,"data":929,"type":568},"h-buying",{"text":930,"level":47},"Perché questo è importante quando si acquista una GPU",{"id":932,"data":933,"type":544},"p-buy-1",{"text":934},"La capacità VRAM non dovrebbe essere valutata solo in base al numero di allocazione medio odierno. La domanda utile è se la scheda ha abbastanza margine di memoria per le risoluzioni, la qualità delle texture, le funzionalità di ray tracing e i carichi di lavoro futuri che si intende effettivamente utilizzare.",{"id":936,"data":937,"type":544},"p-buy-2",{"text":938},"Allo stesso tempo, acquistare più VRAM non compensa prestazioni di calcolo della GPU insufficienti. Una scheda può avere memoria abbondante ed essere comunque troppo lenta per il carico di lavoro di rendering target.",{"id":940,"data":941,"type":544},"p-buy-3",{"text":942},"Capacità e calcolo risolvono vincoli diversi.",{"id":944,"data":945,"type":568},"h-change",{"text":946,"level":47},"Cosa cambierebbe questa risposta?",{"id":948,"data":949,"type":544},"p-change-1",{"text":950},"Le architetture a memoria unificata cambiano la topologia fisica della memoria perché CPU e GPU possono condividere un pool comune in modo più diretto. La distinzione tra capacità e budget rimane comunque importante, ma il modello di costo differisce da una GPU discreta convenzionale.",{"id":952,"data":953,"type":544},"p-change-2",{"text":954},"I futuri sistemi di memoria GPU potrebbero anche migliorare il faulting, la compressione, lo streaming o l'accesso cross-pool. La penalità di prestazioni esatta della pressione sulla memoria può cambiare, ma la distinzione fondamentale tra capacità, working set attivo e pressione di residenza rimane utile.",{"id":956,"data":957,"type":568},"h-limit",{"text":958,"level":47},"Limitazioni",{"id":960,"data":961,"type":544},"p-limit-1",{"text":962},"Gli strumenti di monitoraggio per consumatori non espongono tutti le stesse definizioni di memoria. “Allocato”, “uso dedicato”, “budget”, “committed” e “residente” possono riferirsi a diversi livelli di gestione della memoria.",{"id":964,"data":965,"type":544},"p-limit-2",{"text":966},"Utilizzare uno strumento in modo coerente e leggere le definizioni delle sue metriche prima di confrontare i numeri tra sistemi o recensioni.",{"id":968,"data":969,"type":568},"h-conclusion",{"text":970,"level":47},"Conclusione",{"id":972,"data":973,"type":544},"p-conc-1",{"text":974},"Un misuratore VRAM quasi pieno non è automaticamente un problema, e un misuratore non del tutto pieno non garantisce sicurezza.",{"id":976,"data":977,"type":544},"p-conc-2",{"text":978},"La vera domanda è se le risorse attive del gioco rimangono stabili all'interno del budget di memoria corrente. Misurare i tempi frame, osservare il budget dove possibile, testare impostazioni ad alto consumo di memoria e cercare una correlazione ripetibile. I problemi di VRAM riguardano la pressione di residenza e il movimento—non solo il numero stampato accanto a “memoria GPU utilizzata”.",{"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","No. Un utilizzo elevato segnalato può essere normale se il working set del gioco rimane residente e la distribuzione dei frame è stabile.","Un utilizzo della VRAM al 100% è sempre negativo?",{"id":992,"answer":993,"question":994},"faq2","Sì. Il budget di residenza effettivo può essere inferiore alla capacità fisica e può cambiare al variare di altri processi e condizioni di sistema.","Un gioco può esaurire la VRAM utilizzabile prima che il contatore raggiunga la capacità totale della scheda?",{"id":996,"answer":997,"question":998},"faq3","La qualità delle texture può ridurre la pressione sulla memoria e gli eventi di frame lenti anche quando la velocità media è limitata dalla CPU o dal calcolo della GPU.","Perché ridurre le texture a volte risolve lo stutter ma non aumenta gli FPS medi?",{"id":1000,"answer":1001,"question":1002},"faq4","La memoria di sistema può essere utilizzata dai carichi di lavoro grafici, ma non ha le stesse caratteristiche prestazionali della VRAM locale al dispositivo su una GPU dedicata.","La memoria GPU condivisa compensa una VRAM insufficiente?",{"id":1004,"answer":1005,"question":1006},"faq5","Usa acquisizioni ripetibili, confronta i picchi dei tempi frame con il budget e l'utilizzo della memoria, e verifica se ridurre le impostazioni ad alto consumo di memoria elimina gli stessi intoppi.","Come posso capire se lo stutter è realmente causato dalla VRAM?",{"id":1008,"answer":1009,"question":1010},"faq6","Dipende da risoluzione, impostazioni, ray tracing, asset, mod e comportamento del motore. Un requisito utile dovrebbe sempre includere queste condizioni.","Quanta VRAM serve realmente a un gioco?","Utilizzo della VRAM, budget e stutter",{"id":1013,"data":1014,"type":568},"h-glossary",{"text":1015,"level":47},"Glossario",{"id":1017,"data":1018,"type":1017},"glossary",{"title":1019,"entries":1020},"Termini chiave della VRAM",[1021,1025,1029,1032,1036,1040,1044],{"term":1022,"anchor":1023,"definition":1024},"Capacità VRAM","vram-capacity","La memoria video discreta fisica installata su una scheda grafica.",{"term":1026,"anchor":1027,"definition":1028},"Residenza","residency","Lo stato in cui una risorsa GPU è attualmente accessibile dalla GPU nel pool di memoria fisica pertinente.",{"term":594,"anchor":1030,"definition":1031},"residency-budget","La quantità di memoria fisica accessibile alla GPU che un processo dovrebbe mantenere residente in un dato momento secondo la politica di gestione della memoria del sistema operativo.",{"term":1033,"anchor":1034,"definition":1035},"Working set","working-set","Le risorse attivamente necessarie al gioco per il suo carico di lavoro corrente.",{"term":1037,"anchor":1038,"definition":1039},"Espulsione","eviction","La rimozione di una risorsa dalla residenza attiva in modo che la memoria possa essere utilizzata per altre risorse.",{"term":1041,"anchor":1042,"definition":1043},"Scala della pressione VRAM","vram-pressure-ladder","Un modello Figure Rocks che descrive la progressione da un margine confortevole a una residenza instabile e a guasti visibili legati alla memoria.",{"term":1045,"anchor":1046,"definition":1047},"Test di stabilità della residenza","residency-stability-test","Un flusso di lavoro Figure Rocks per correlare problemi di tempo frame con budget VRAM, utilizzo, spillover e modifiche controllate alle impostazioni di memoria.",{"id":1049,"data":1050,"type":568},"h-sources",{"text":1051,"level":47},"Fonti primarie",{"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 — Residenza Direct3D 12","Documentazione ufficiale Microsoft che copre budget di residenza, risorse heap, espulsione e il comportamento della memoria video discreta sotto pressione.","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 — Budget di residenza del processo","Documentazione ufficiale dei driver Windows che spiega i budget di memoria dei processi WDDM e come le applicazioni dimensionano le risorse residenti.",{"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 — Gestione della memoria in Direct3D 12","Panoramica ufficiale della gestione della memoria Direct3D 12 e della strategia 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","Documentazione ufficiale dell'API che descrive il paging delle risorse nel pool di memoria appropriato e la gestione della residenza.",{"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 — Guida utente","Documentazione ufficiale NVIDIA che espone l'utilizzo di VRAM e memoria di sistema WDDM, i budget di memoria e l'analisi Frame Health per l'indagine sullo stutter.","2.31","Vedere 7,8 GB utilizzati su una scheda grafica da 8 GB può sembrare la prova che un gioco ha esaurito la VRAM. Non è così semplice. Questa guida spiega la capacità della VRAM, i budget di residenza, i working set, la memoria condivisa e come capire se la pressione sulla memoria sta effettivamente causando stutter.","\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 e streaming","vram-and-streaming",{"id":1116,"name":1117,"slug":1118},330,"Correzioni di streaming e IO","streaming-and-io-fixes",{"id":1120,"name":1121,"slug":1122},63,"Scatti dello streaming","streaming-stutter",{"id":1124,"name":1125,"slug":1126},62,"Scatti degli shader","shader-stutter",{"id":1128,"name":1129,"slug":1130},328,"Identifica il tipo di scatto","identify-stutter-type",{"id":283,"login":1132,"email":1133,"displayName":1134},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1136,1550],{"lang":8,"title":1137,"content":1138,"contentJson":1139,"excerpt":1549},"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":1548},1790375269866,[1142,1145,1149,1153,1156,1159,1162,1165,1168,1188,1191,1194,1197,1201,1204,1207,1210,1213,1216,1238,1241,1244,1247,1250,1253,1256,1259,1262,1265,1268,1271,1275,1278,1281,1284,1287,1290,1293,1296,1299,1302,1327,1330,1333,1336,1339,1342,1345,1348,1369,1372,1375,1378,1381,1384,1415,1418,1421,1424,1427,1430,1433,1436,1439,1442,1445,1448,1451,1454,1457,1460,1463,1466,1468,1490,1493,1516,1519,1525,1531,1537,1542],{"id":541,"data":1143,"type":544},{"text":1144},"Seeing 7.8 GB used on an 8 GB graphics card can look like proof that the game has “run out of VRAM.” It is not that simple. Modern graphics APIs, drivers and operating systems manage video memory through budgets, residency and multiple memory pools. A high allocation or usage number can be normal, while a lower number can still hide a real memory-pressure problem.",{"id":546,"data":1146,"type":551},{"body":1147,"title":1148,"variant":550},"\u003Cstrong>VRAM usage is not the same thing as VRAM requirement.\u003C\u002Fstrong> What matters is whether the game can keep the resources it needs resident inside the available memory budget without repeated eviction, paging or other stalls. A nearly full VRAM graph can be healthy; unstable residency under pressure can produce stutter even before a simple counter reaches the card's advertised capacity.","Direct answer",{"id":553,"data":1150,"type":551},{"body":1151,"title":1152,"variant":557},"The VRAM Pressure Ladder and Residency Stability Test below are practical Figure Rocks diagnostic models. They are not formal Microsoft or NVIDIA terminology.","The model used in this article",{"id":559,"data":1154,"type":563},{"title":1155,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1157,"type":568},{"text":1158,"level":47},"Three numbers are often confused: capacity, budget and usage",{"id":570,"data":1160,"type":544},{"text":1161},"The number printed on the graphics card is physical video-memory capacity. Windows and the graphics driver also expose a memory budget: the amount a process can reasonably keep resident at that moment. The application then consumes some portion of that budget with textures, render targets, buffers, acceleration structures and other GPU resources.",{"id":574,"data":1163,"type":544},{"text":1164},"Microsoft's Direct3D 12 residency documentation states that the available video-memory budget can fluctuate as background processes wake and sleep or when focus changes between applications. That means the practical memory available to a game is not always a fixed number equal to the sticker on the GPU.",{"id":578,"data":1166,"type":544},{"text":1167},"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.",{"id":582,"data":1169,"type":618},{"rows":1170,"title":1180,"layout":607,"columns":1181},[1171,1174,1177],{"id":586,"label":1172,"values":1173},"Physical VRAM capacity",{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":1175,"values":1176},"Residency budget",{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":1178,"values":1179},"Current usage \u002F allocation",{"changes":603,"meaning":604,"mistake":605},"Capacity vs budget vs usage",[1182,1184,1186],{"id":610,"label":1183},"What it means",{"id":613,"label":1185},"Can it change during play?",{"id":616,"label":1187},"Common mistake",{"id":620,"data":1189,"type":568},{"text":1190,"level":47},"Allocated memory is not automatically memory the game cannot live without",{"id":624,"data":1192,"type":544},{"text":1193},"Games can keep assets available because unused VRAM has little value by itself. A game may cache textures, geometry or temporary resources so they are ready if needed.",{"id":628,"data":1195,"type":544},{"text":1196},"This is why “my game uses almost all my VRAM” is not, by itself, a diagnosis. The useful question is whether the working set remains stable inside the budget and whether the system must repeatedly move or recreate resources.",{"id":632,"data":1198,"type":551},{"body":1199,"title":1200,"variant":636},"Do not ask only \u003Cstrong>“How much VRAM is used?”\u003C\u002Fstrong> Ask \u003Cstrong>“Is the game under residency pressure, and does that pressure correlate with slow frames?”\u003C\u002Fstrong>","The better question",{"id":638,"data":1202,"type":568},{"text":1203,"level":47},"What residency actually means",{"id":642,"data":1205,"type":544},{"text":1206},"Microsoft defines a resource as resident when it is accessible by the GPU. Direct3D 12 applications have to manage the relationship between their GPU-accessible resources and the current residency budget.",{"id":646,"data":1208,"type":544},{"text":1209},"When pressure rises, resources can be evicted from fast-access residency. Microsoft notes that on discrete GPUs the kernel can move some heaps from video memory toward system memory as an extreme fallback, but applications are expected to stay within budget rather than rely on over-budget behavior.",{"id":650,"data":1211,"type":544},{"text":1212},"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.",{"id":654,"data":1214,"type":568},{"text":1215,"level":47},"The VRAM Pressure Ladder",{"id":658,"data":1217,"type":681},{"steps":1218,"title":1237,"orientation":680},[1219,1222,1225,1228,1231,1234],{"label":1220,"description":1221},"1. Headroom","The working set fits comfortably inside the current budget.",{"label":1223,"description":1224},"2. High but stable residency","VRAM usage is high, but required resources remain resident and frame delivery is stable.",{"label":1226,"description":1227},"3. Budget pressure","The game approaches the current budget and has less room for additional resources or transient spikes.",{"label":1229,"description":1230},"4. Eviction and replacement","Resources must be removed, recreated, streamed or moved as the working set changes.",{"label":1232,"description":1233},"5. Cross-pool fallback","Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.",{"label":1235,"description":1236},"6. Visible failure","Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.","From healthy usage to disruptive memory pressure",{"id":683,"data":1239,"type":568},{"text":1240,"level":47},"Why textures are the first setting people blame",{"id":687,"data":1242,"type":544},{"text":1243},"Texture quality often has a strong relationship with memory footprint because higher-resolution texture assets require more storage. That makes texture quality a sensible test when VRAM pressure is suspected.",{"id":691,"data":1245,"type":544},{"text":1246},"But texture quality is not the only consumer. Render targets, geometry buffers, shadow maps, ray-tracing acceleration structures, frame-generation or reconstruction resources, caches and engine-specific allocations also compete for memory.",{"id":695,"data":1248,"type":544},{"text":1249},"So a game can exceed a comfortable memory budget even with moderate textures, and another game can run near physical capacity without visible trouble because its residency strategy is efficient.",{"id":699,"data":1251,"type":568},{"text":1252,"level":47},"Dedicated VRAM and system memory are different pools",{"id":703,"data":1254,"type":544},{"text":1255},"On a discrete GPU, dedicated VRAM is physically attached to the graphics card. System RAM sits on the CPU side of the platform.",{"id":707,"data":1257,"type":544},{"text":1258},"Microsoft's D3D12 documentation describes discrete adapters as having separate memory pools and warns that shifting heaps away from video memory should be treated as a last resort rather than a normal performance strategy.",{"id":711,"data":1260,"type":544},{"text":1261},"NVIDIA Nsight Systems exposes separate Windows graphs for GPU VRAM and WDDM system memory, which is useful when diagnosing whether memory pressure is spilling beyond the device-local pool.",{"id":715,"data":1263,"type":568},{"text":1264,"level":47},"Shared GPU memory does not turn an 8 GB card into a 24 GB card",{"id":719,"data":1266,"type":544},{"text":1267},"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.",{"id":723,"data":1269,"type":544},{"text":1270},"The two pools differ in physical location, access path, latency and bandwidth. A graphics workload that has to rely on host memory is not in the same situation as one whose active resources remain in device-local memory.",{"id":727,"data":1272,"type":551},{"body":1273,"title":1274,"variant":731},"Adding “Dedicated GPU memory” and “Shared GPU memory” produces an addressable total, not a pool with uniform performance characteristics.","Task Manager totals can be misleading",{"id":733,"data":1276,"type":568},{"text":1277,"level":47},"Why a game can stutter before VRAM reads 100%",{"id":737,"data":1279,"type":544},{"text":1280},"The residency budget can be lower than the physical capacity, and it can change while the game is running. Background GPU applications, overlays, browsers, capture tools or another process can alter the amount of memory available to the game.",{"id":741,"data":1282,"type":544},{"text":1283},"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.",{"id":745,"data":1285,"type":544},{"text":1286},"Microsoft explicitly notes that the budget can fluctuate and that going over budget can cause a process to be intermittently frozen so other applications can run, or cause resource creation to fail.",{"id":749,"data":1288,"type":568},{"text":1289,"level":47},"Why 100% reported usage can still be smooth",{"id":753,"data":1291,"type":544},{"text":1292},"The reverse is also possible. A game or driver can reserve or retain memory aggressively while still keeping the working set healthy.",{"id":757,"data":1294,"type":544},{"text":1295},"If frame times remain stable, texture streaming behaves normally and the game stays within its effective residency budget, the high number may simply indicate that available memory is being used productively.",{"id":761,"data":1297,"type":544},{"text":1298},"A full-looking graph is a signal to investigate, not a verdict.",{"id":765,"data":1300,"type":568},{"text":1301,"level":47},"The Residency Stability Test",{"id":769,"data":1303,"type":681},{"steps":1304,"title":1326,"orientation":680},[1305,1308,1311,1314,1317,1320,1323],{"label":1306,"description":1307},"1. Reproduce the stutter","Use the same location, camera movement or traversal path so memory behavior is comparable.",{"label":1309,"description":1310},"2. Record frame time","Identify exactly when the slow frames occur instead of relying on average FPS.",{"label":1312,"description":1313},"3. Watch VRAM usage and budget","If your tool exposes both, compare current consumption with the available budget.",{"label":1315,"description":1316},"4. Watch system-memory spillover","Look for host-memory growth or other signs that the graphics working set is no longer comfortably device-local.",{"label":1318,"description":1319},"5. Lower a memory-heavy setting","Reduce texture resolution or another setting known to reduce memory footprint.",{"label":1321,"description":1322},"6. Repeat the same route","A meaningful improvement should reduce the same spikes under the same conditions.",{"label":1324,"description":1325},"7. Separate capacity from streaming","If the problem only occurs when entering new areas, asset streaming or compilation may be involved even if memory usage is high.","Check whether VRAM is actually causing the problem",{"id":795,"data":1328,"type":568},{"text":1329,"level":47},"Frame-time correlation matters more than the peak number",{"id":799,"data":1331,"type":544},{"text":1332},"Suppose VRAM reaches 7.7 GB and stays there for twenty minutes while the game is smooth. That peak alone is weak evidence.",{"id":803,"data":1334,"type":544},{"text":1335},"Now suppose every camera turn into a new area causes system-memory traffic to rise and produces a 60 ms frame spike. That correlation is much more useful.",{"id":807,"data":1337,"type":544},{"text":1338},"NVIDIA Nsight Systems includes a Frame Health view specifically intended to surface unusually slow actions in frames, including memory mapping among other causes. Pairing timing evidence with memory evidence is far stronger than reading one capacity graph in isolation.",{"id":811,"data":1340,"type":568},{"text":1341,"level":47},"Memory pressure and asset streaming can look similar",{"id":815,"data":1343,"type":544},{"text":1344},"A game that streams a new area from storage can hitch even when it has sufficient VRAM. A game under VRAM pressure can also hitch while replacing resident resources. From the player's perspective both can look like “texture-loading stutter.”",{"id":819,"data":1346,"type":544},{"text":1347},"The difference matters because the fixes are different. Lowering textures can help a memory-residency problem but may do little for a shader-compilation stall or storage-side asset decompression.",{"id":823,"data":1349,"type":618},{"rows":1350,"title":1363,"layout":607,"columns":1364},[1351,1354,1357,1360],{"id":827,"label":1352,"values":1353},"VRAM pressure",{"test":830,"pattern":831},{"id":833,"label":1355,"values":1356},"Asset streaming",{"test":836,"pattern":837},{"id":839,"label":1358,"values":1359},"Shader compilation",{"test":842,"pattern":843},{"id":845,"label":1361,"values":1362},"CPU-side decompression \u002F setup",{"test":848,"pattern":849},"Similar symptom, different cause",[1365,1367],{"id":853,"label":1366},"Typical pattern",{"id":856,"label":1368},"Useful test",{"id":859,"data":1370,"type":568},{"text":1371,"level":47},"Why lowering textures can fix stutter without raising average FPS much",{"id":863,"data":1373,"type":544},{"text":1374},"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.",{"id":867,"data":1376,"type":544},{"text":1377},"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.",{"id":871,"data":1379,"type":544},{"text":1380},"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.",{"id":875,"data":1382,"type":568},{"text":1383,"level":47},"A practical VRAM diagnosis matrix",{"id":879,"data":1385,"type":607},{"content":1386,"stretched":910,"withHeadings":15},[1387,1391,1395,1399,1403,1407,1411],[1388,1389,1390],"Observation","What it suggests","Confidence",[1392,1393,1394],"High VRAM usage, stable frame times","Could be normal caching or stable residency","Low evidence of a problem",[1396,1397,1398],"High usage + budget pressure + repeatable stutter","Memory pressure becomes plausible","Moderate to strong",[1400,1401,1402],"Lower textures remove stutter","Memory footprint was likely involved","Strong diagnostic signal",[1404,1405,1406],"Lower textures change nothing","Look at streaming, shaders, CPU\u002FGPU timing or another cause","Moves suspicion elsewhere",[1408,1409,1410],"System-memory use rises during hitches","Possible cross-pool pressure or related memory movement","Useful correlation, not proof",[1412,1413,1414],"Stutter only on first traversal","Compilation\u002Fstreaming becomes more plausible","Needs repeated-run test",{"id":912,"data":1416,"type":568},{"text":1417,"level":47},"The “VRAM requirement” number is always workload-dependent",{"id":916,"data":1419,"type":544},{"text":1420},"There is no single universal VRAM requirement for a game independent of settings and workload.",{"id":920,"data":1422,"type":544},{"text":1423},"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.",{"id":924,"data":1425,"type":544},{"text":1426},"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.",{"id":928,"data":1428,"type":568},{"text":1429,"level":47},"Why this matters when buying a GPU",{"id":932,"data":1431,"type":544},{"text":1432},"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.",{"id":936,"data":1434,"type":544},{"text":1435},"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.",{"id":940,"data":1437,"type":544},{"text":1438},"Capacity and compute solve different constraints.",{"id":944,"data":1440,"type":568},{"text":1441,"level":47},"What would change this answer?",{"id":948,"data":1443,"type":544},{"text":1444},"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.",{"id":952,"data":1446,"type":544},{"text":1447},"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.",{"id":956,"data":1449,"type":568},{"text":1450,"level":47},"Limitations",{"id":960,"data":1452,"type":544},{"text":1453},"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.",{"id":964,"data":1455,"type":544},{"text":1456},"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.",{"id":968,"data":1458,"type":568},{"text":1459,"level":47},"Conclusion",{"id":972,"data":1461,"type":544},{"text":1462},"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.",{"id":976,"data":1464,"type":544},{"text":1465},"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”",{"id":980,"data":1467,"type":568},{"text":982,"level":47},{"id":984,"data":1469,"type":984},{"items":1470,"title":1489},[1471,1474,1477,1480,1483,1486],{"id":988,"answer":1472,"question":1473},"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":1475,"question":1476},"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":1478,"question":1479},"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":1481,"question":1482},"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":1484,"question":1485},"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":1487,"question":1488},"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":1491,"type":568},{"text":1492,"level":47},"Glossary",{"id":1017,"data":1494,"type":1017},{"title":1495,"entries":1496},"Key VRAM terms",[1497,1500,1503,1505,1507,1510,1513],{"term":1498,"anchor":1023,"definition":1499},"VRAM capacity","The physical discrete video memory installed on a graphics card.",{"term":1501,"anchor":1027,"definition":1502},"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":1504},"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":1033,"anchor":1034,"definition":1506},"The resources actively needed by the game for its current workload.",{"term":1508,"anchor":1038,"definition":1509},"Eviction","Removing a resource from active residency so memory can be used for other resources.",{"term":1511,"anchor":1042,"definition":1512},"VRAM Pressure Ladder","A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.",{"term":1514,"anchor":1046,"definition":1515},"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":1517,"type":568},{"text":1518,"level":47},"Primary sources",{"id":1053,"data":1520,"type":1060},{"link":1055,"meta":1521},{"image":1522,"title":1523,"description":1524},{"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":1526,"type":1060},{"link":1064,"meta":1527},{"image":1528,"title":1529,"description":1530},{"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":1532,"type":1060},{"link":1072,"meta":1533},{"image":1534,"title":1535,"description":1536},{"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":1538,"type":1060},{"link":1080,"meta":1539},{"image":1540,"title":1083,"description":1541},{"url":13},"Official API documentation describing paging resources into the appropriate memory pool and managing residency.",{"id":1086,"data":1543,"type":1060},{"link":1088,"meta":1544},{"image":1545,"title":1546,"description":1547},{"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":1551,"excerpt":1094},{"time":538,"blocks":1552,"version":1093},[1553,1555,1557,1559,1561,1563,1565,1567,1569,1582,1584,1586,1588,1590,1592,1594,1596,1598,1600,1609,1611,1613,1615,1617,1619,1621,1623,1625,1627,1629,1631,1633,1635,1637,1639,1641,1643,1645,1647,1649,1651,1661,1663,1665,1667,1669,1671,1673,1675,1689,1691,1693,1695,1697,1699,1709,1711,1713,1715,1717,1719,1721,1723,1725,1727,1729,1731,1733,1735,1737,1739,1741,1743,1745,1754,1756,1766,1768,1772,1776,1780,1784],{"id":541,"data":1554,"type":544},{"text":543},{"id":546,"data":1556,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1558,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1560,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1562,"type":568},{"text":567,"level":47},{"id":570,"data":1564,"type":544},{"text":572},{"id":574,"data":1566,"type":544},{"text":576},{"id":578,"data":1568,"type":544},{"text":580},{"id":582,"data":1570,"type":618},{"rows":1571,"title":606,"layout":607,"columns":1578},[1572,1574,1576],{"id":586,"label":587,"values":1573},{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":594,"values":1575},{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":601,"values":1577},{"changes":603,"meaning":604,"mistake":605},[1579,1580,1581],{"id":610,"label":611},{"id":613,"label":614},{"id":616,"label":617},{"id":620,"data":1583,"type":568},{"text":622,"level":47},{"id":624,"data":1585,"type":544},{"text":626},{"id":628,"data":1587,"type":544},{"text":630},{"id":632,"data":1589,"type":551},{"body":634,"title":635,"variant":636},{"id":638,"data":1591,"type":568},{"text":640,"level":47},{"id":642,"data":1593,"type":544},{"text":644},{"id":646,"data":1595,"type":544},{"text":648},{"id":650,"data":1597,"type":544},{"text":652},{"id":654,"data":1599,"type":568},{"text":656,"level":47},{"id":658,"data":1601,"type":681},{"steps":1602,"title":679,"orientation":680},[1603,1604,1605,1606,1607,1608],{"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":1610,"type":568},{"text":685,"level":47},{"id":687,"data":1612,"type":544},{"text":689},{"id":691,"data":1614,"type":544},{"text":693},{"id":695,"data":1616,"type":544},{"text":697},{"id":699,"data":1618,"type":568},{"text":701,"level":47},{"id":703,"data":1620,"type":544},{"text":705},{"id":707,"data":1622,"type":544},{"text":709},{"id":711,"data":1624,"type":544},{"text":713},{"id":715,"data":1626,"type":568},{"text":717,"level":47},{"id":719,"data":1628,"type":544},{"text":721},{"id":723,"data":1630,"type":544},{"text":725},{"id":727,"data":1632,"type":551},{"body":729,"title":730,"variant":731},{"id":733,"data":1634,"type":568},{"text":735,"level":47},{"id":737,"data":1636,"type":544},{"text":739},{"id":741,"data":1638,"type":544},{"text":743},{"id":745,"data":1640,"type":544},{"text":747},{"id":749,"data":1642,"type":568},{"text":751,"level":47},{"id":753,"data":1644,"type":544},{"text":755},{"id":757,"data":1646,"type":544},{"text":759},{"id":761,"data":1648,"type":544},{"text":763},{"id":765,"data":1650,"type":568},{"text":767,"level":47},{"id":769,"data":1652,"type":681},{"steps":1653,"title":793,"orientation":680},[1654,1655,1656,1657,1658,1659,1660],{"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":1662,"type":568},{"text":797,"level":47},{"id":799,"data":1664,"type":544},{"text":801},{"id":803,"data":1666,"type":544},{"text":805},{"id":807,"data":1668,"type":544},{"text":809},{"id":811,"data":1670,"type":568},{"text":813,"level":47},{"id":815,"data":1672,"type":544},{"text":817},{"id":819,"data":1674,"type":544},{"text":821},{"id":823,"data":1676,"type":618},{"rows":1677,"title":850,"layout":607,"columns":1686},[1678,1680,1682,1684],{"id":827,"label":828,"values":1679},{"test":830,"pattern":831},{"id":833,"label":834,"values":1681},{"test":836,"pattern":837},{"id":839,"label":840,"values":1683},{"test":842,"pattern":843},{"id":845,"label":846,"values":1685},{"test":848,"pattern":849},[1687,1688],{"id":853,"label":854},{"id":856,"label":857},{"id":859,"data":1690,"type":568},{"text":861,"level":47},{"id":863,"data":1692,"type":544},{"text":865},{"id":867,"data":1694,"type":544},{"text":869},{"id":871,"data":1696,"type":544},{"text":873},{"id":875,"data":1698,"type":568},{"text":877,"level":47},{"id":879,"data":1700,"type":607},{"content":1701,"stretched":910,"withHeadings":15},[1702,1703,1704,1705,1706,1707,1708],[883,884,885],[887,888,889],[891,892,893],[895,896,897],[899,900,901],[903,904,905],[907,908,909],{"id":912,"data":1710,"type":568},{"text":914,"level":47},{"id":916,"data":1712,"type":544},{"text":918},{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erfolgreich abgerufen",{"items":1790,"source":1865,"manualIds":1866,"manualMatchedIds":1867},[1791,1797,1804,1810,1816,1823,1828,1834,1841,1846,1851,1858],{"id":1792,"slug":1793,"title":1794,"excerpt":1795,"featuredImage":14,"publishedAt":1796},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader Stutter: Perché le prime esecuzioni scattano e come ridurlo","Lo stuttering degli shader si verifica quando nuovi effetti vengono compilati in tempo reale. Scopri come identificarlo rapidamente e i modi pratici per ridurre gli scatti senza tweak placebo.","2026-02-20T23:40:00.000Z",{"id":1798,"slug":1799,"title":1800,"excerpt":1801,"featuredImage":1802,"publishedAt":1803},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Perché 120 FPS possono comunque risultare scadenti: tempo di frame, minimi dell'1% e stutter spiegati","Un gioco può riportare 120, 144 o persino 200 FPS e risultare comunque scattoso. Questa guida spiega perché gli FPS medi possono nascondere una cattiva distribuzione dei frame, come il frame time e l'1% lows rivelano lo stutter e come diagnosticare se la CPU, la GPU o un'altra parte della pipeline sta causando il problema.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":1805,"slug":1806,"title":1807,"excerpt":1808,"featuredImage":14,"publishedAt":1809},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Archiviazione e streaming: ridurre i tempi di caricamento senza creare stuttering","Lo storage veloce aiuta solo quando il comportamento dello streaming è stabile. Questa guida spiega come l'IO influisce sullo stutter e cosa cambiare per primo.","2026-02-19T11:00:00.000Z",{"id":1811,"slug":1812,"title":1813,"excerpt":1814,"featuredImage":14,"publishedAt":1815},"177","ssd-and-streaming-stutter-when-storage-limits-cause-frametime-spikes","SSD e stuttering dello streaming: quando i limiti di archiviazione causano picchi di frametime","Lo stuttering da streaming è il caricamento degli asset: archiviazione, decompressione e pressione sulla memoria. Usa questa checklist per identificare i picchi limitati dall'archiviazione e risolverli in ordine.","2026-02-20T15:00:00.000Z",{"id":1817,"slug":1818,"title":1819,"excerpt":1820,"featuredImage":1821,"publishedAt":1822},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 non fa decomprimere i giochi al tuo SSD: cosa fanno realmente Zstd e la decompressione GPU","DirectStorage 1.4 aggiunge la compressione Zstandard, la decompressione GPU e una nuova Game Asset Conditioning Library, ma l'SSD stesso è ancora solo una parte della pipeline di caricamento. Questa guida spiega cosa fanno effettivamente l'SSD, DirectStorage, la CPU, la GPU e il motore di gioco.","\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":1824,"slug":1825,"title":1826,"excerpt":1827,"featuredImage":14,"publishedAt":1809},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","Stutter della CPU vs Stutter della GPU vs Stutter degli Shader: Come capire quale hai","Non tutti gli scatti sono uguali. Scopri i tre tipi comuni di scatti, come si manifestano e il modo più rapido per diagnosticarli prima di modificare le impostazioni.",{"id":1829,"slug":1830,"title":1831,"excerpt":1832,"featuredImage":14,"publishedAt":1833},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","Soluzioni per lo stuttering dello streaming dall'archiviazione: quando gli asset non tengono il passo","Lo stuttering da streaming si verifica quando vengono caricate nuove aree: limiti di archiviazione, decompressione o streaming degli asset. Usa questo ordine di correzione prima di abbassare ogni impostazione grafica.","2026-02-20T21:00:00.000Z",{"id":1835,"slug":1836,"title":1837,"excerpt":1838,"featuredImage":1839,"publishedAt":1840},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Perché i giochi per PC scattano durante la compilazione degli shader — e come l'Advanced Shader Delivery cambia le cose","Lo stutter degli shader si verifica quando un gioco per PC deve compilare programmi GPU nel momento sbagliato. Microsoft Advanced Shader Delivery sposta gran parte di questo lavoro fuori dal PC del giocatore, preparando in anticipo shader specifici per l'hardware e distribuendoli insieme al gioco.","\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":1842,"slug":1843,"title":1844,"excerpt":1845,"featuredImage":14,"publishedAt":1796},"238","streaming-stutter-storage-decompression-and-the-hitch-pattern","Streaming Stutter: Archiviazione, decompressione e il pattern degli intoppi","Lo stuttering da streaming è il caricamento degli asset: nuove aree, nuove texture, scatti periodici. Impara a riconoscere il pattern, cosa cambiare per primo e quali upgrade aiutano davvero.",{"id":1847,"slug":1848,"title":1849,"excerpt":1850,"featuredImage":14,"publishedAt":1833},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Realtà della Shader Cache: cosa risolve, cosa no e perché lo stuttering ritorna","La cache degli shader può ridurre lo stuttering dovuto alla compilazione ripetuta, ma non risolverà i picchi della CPU o gli intoppi di streaming. Scopri cosa fa realmente e come testarla correttamente.",{"id":1852,"slug":1853,"title":1854,"excerpt":1855,"featuredImage":1856,"publishedAt":1857},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","Hai abbassato le impostazioni grafiche ma gli FPS non sono migliorati? Probabilmente stai ottimizzando il collo di bottiglia sbagliato","Riduci ombre, effetti e risoluzione, ma gli FPS cambiano a malapena. Questa guida spiega perché le impostazioni grafiche aiutano solo quando riducono il carico che sta effettivamente limitando il frame—e come identificare i colli di bottiglia di CPU, GPU, memoria, streaming e limite di frame.","\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":1859,"slug":1860,"title":1861,"excerpt":1862,"featuredImage":1863,"publishedAt":1864},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compressione neurale delle texture RTX non è upscaling: come l'IA può scambiare memoria delle texture con potenza di calcolo della GPU","NVIDIA RTX Neural Texture Compression cambia il modo in cui i materiali di gioco possono essere archiviati. Invece di mantenere ogni canale di texture solo come texel convenzionali, un materiale può essere compresso in dati latenti compatti e un piccolo decoder neurale, per poi essere ricostruito dalla GPU quando necessario.","\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","fallback",[],[]]