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Nije tako jednostavno. Savremeni grafički API-ji, drajveri i operativni sistemi upravljaju video memorijom kroz budžete, rezidentnost i više memorijskih grupa. Visoka alokacija ili broj iskorišćenosti može biti normalan, dok niži broj i dalje može skrivati stvarni problem memorijskog pritiska.\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\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Korišćenje VRAM-a nije isto što i zahtev za VRAM-om.\u003C\u002Fstrong> Ono što je važno jeste da li igra može da zadrži resurse koji su joj potrebni rezidentne unutar raspoloživog memorijskog budžeta bez ponovnog izbacivanja, paginacije ili drugih zastoja. Grafikon skoro punog VRAM-a može biti zdrav; nestabilna rezidentnost pod pritiskom može izazvati zastoj u radu čak i pre nego što jednostavan brojač dostigne oglašeni kapacitet kartice.\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\">Model korišćen u ovom članku\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">VRAM Pressure Ladder i Residency Stability Test ispod su praktični Figure Rocks dijagnostički modeli. Oni nisu formalna Microsoft ili NVIDIA terminologija.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\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\">Tri broja se često mešaju: kapacitet, budžet i korišćenje\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">Alocirana memorija nije automatski memorija bez koje igra ne može\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-14\" class=\"editorjs-toc__link\">Šta rezidentnost zapravo znači\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-18\" class=\"editorjs-toc__link\">VRAM Pressure Ladder\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Zašto su teksture prvo podešavanje koje ljudi krive\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Namenski VRAM i sistemska memorija su različiti pool-ovi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Deljena GPU memorija ne pretvara 8 GB karticu u 24 GB karticu\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Zašto igra može da štuca pre nego što VRAM pokaže 100%\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Zašto 100% prijavljenog korišćenja i dalje može biti glatko\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">Test stabilnosti rezidentnosti\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Korelacija vremena frejma je važnija od vršnog broja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">Memorijski pritisak i strimovanje sredstava mogu izgledati slično\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Zašto smanjenje tekstura može rešiti zastoj bez značajnog povećanja prosečnog FPS-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Praktična matrica za dijagnostiku VRAM-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Broj „VRAM zahteva“ uvek zavisi od radnog opterećenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-60\" class=\"editorjs-toc__link\">Zašto je ovo važno pri kupovini GPU-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Šta bi promenilo ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-70\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Često postavljana pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Pojmovnik\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Tri broja se često mešaju: kapacitet, budžet i korišćenje\u003C\u002Fh2>\n\u003Cp>Broj koji je odštampan na grafičkoj kartici je fizički kapacitet video memorije. Windows i grafički drajver takođe izlažu memorijski budžet: količinu koju proces može razumno da zadrži rezidentnom u tom trenutku. Aplikacija zatim troši deo tog budžeta na teksture, render targete, bafere, akceleracione strukture i druge GPU resurse.\u003C\u002Fp>\n\u003Cp>Microsoft-ova dokumentacija o Direct3D 12 rezidentnosti navodi da raspoloživi budžet video memorije može da varira kada se pozadinski procesi bude i spavaju ili kada se fokus menja između aplikacija. To znači da praktična memorija dostupna igri nije uvek fiksni broj jednak onom na nalepnici na GPU-u.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems direktno izlaže ovu razliku tako što prikazuje korišćenje GPU VRAM-a zajedno sa memorijskim budžetom na Windows-u.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kapacitet vs budžet vs korišćenje\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\">Šta to znači\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\">Može li se promeniti tokom igranja?\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\">Česta greška\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\">Fizički kapacitet VRAM-a\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\">Budžet rezidentnosti\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\">Trenutno korišćenje \u002F alokacija\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\">Alocirana memorija nije automatski memorija bez koje igra ne može\u003C\u002Fh2>\n\u003Cp>Igre mogu da drže resurse dostupnim jer neiskorišćeni VRAM sam po sebi ima malu vrednost. Igra može keširati teksture, geometriju ili privremene resurse kako bi bili spremni ako zatrebaju.\u003C\u002Fp>\n\u003Cp>Zato „moja igra koristi skoro sav moj VRAM“ nije samo po sebi dijagnoza. Korisno pitanje je da li radni set ostaje stabilan unutar budžeta i da li sistem mora ponovo da premešta ili rekreira resurse.\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\">Bolje pitanje\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Ne pitajte samo \u003Cstrong>„Koliko se VRAM-a koristi?“\u003C\u002Fstrong> Pitajte \u003Cstrong>„Da li je igra pod pritiskom rezidentnosti i da li taj pritisak korelira sa sporim frejmovima?“\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-14\">Šta rezidentnost zapravo znači\u003C\u002Fh2>\n\u003Cp>Microsoft definiše resurs kao rezidentan kada mu GPU može pristupiti. Direct3D 12 aplikacije moraju da upravljaju odnosom između svojih GPU-pristupačnih resursa i trenutnog budžeta rezidentnosti.\u003C\u002Fp>\n\u003Cp>Kada pritisak poraste, resursi mogu biti izbačeni iz rezidentnosti brzog pristupa. Microsoft napominje da na diskretnim GPU-ima kernel može premestiti neke heap-ove iz video memorije ka sistemskoj memoriji kao ekstremni fallback, ali se od aplikacija očekuje da ostanu unutar budžeta, a ne da se oslanjaju na ponašanje iznad budžeta.\u003C\u002Fp>\n\u003Cp>Praktična posledica je da problemi sa performansama nastaju zbog premeštanja i dostupnosti, a ne samo zbog vizuelne punoće jednog stupca.\u003C\u002Fp>\n\u003Ch2 id=\"section-18\">VRAM Pressure Ladder\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Od zdravog korišćenja do disruptivnog pritiska na memoriju\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. Slobodan prostor\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Radni set se udobno uklapa u trenutni budžet.\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. Visoka ali stabilna rezidentnost\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Korišćenje VRAM-a je visoko, ali potrebni resursi ostaju rezidentni i isporuka frejmova je stabilna.\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. Pritisak na budžet\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Igra se približava trenutnom budžetu i ima manje prostora za dodatne resurse ili prolazne skokove.\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. Izbacivanje i zamena\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Resursi moraju biti uklonjeni, ponovo kreirani, strimovani ili premešteni kako se radni set menja.\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. Prelazak između pool-ova\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Neki resursi mogu se više oslanjati na sistemsku memoriju ili transfere, povećavajući latenciju i pritisak na propusni opseg.\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. Vidljiv otkaz\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Pojavljuje se štucanje, odloženo pojavljivanje tekstura, smanjen kvalitet, neuspeh alokacije ili nestabilnost.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-20\">Zašto su teksture prvo podešavanje koje ljudi krive\u003C\u002Fh2>\n\u003Cp>Kvalitet tekstura često ima snažnu vezu sa zauzećem memorije jer teksture više rezolucije zahtevaju više prostora. To čini kvalitet tekstura razumnim testom kada se sumnja na pritisak na VRAM.\u003C\u002Fp>\n\u003Cp>Ali kvalitet tekstura nije jedini potrošač. Render targeti, geometrijski baferi, mape senki, akceleracione strukture za ray tracing, resursi za generisanje frejmova ili rekonstrukciju, keševi i alokacije specifične za engine takođe se takmiče za memoriju.\u003C\u002Fp>\n\u003Cp>Tako igra može premašiti udoban memorijski budžet čak i sa umerenim teksturama, a druga igra može raditi blizu fizičkog kapaciteta bez vidljivih problema jer je njena strategija rezidentnosti efikasna.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Namenski VRAM i sistemska memorija su različiti pool-ovi\u003C\u002Fh2>\n\u003Cp>Na diskretnoj GPU, namenski VRAM je fizički priključen na grafičku karticu. Sistemski RAM se nalazi na CPU strani platforme.\u003C\u002Fp>\n\u003Cp>Microsoft-ova D3D12 dokumentacija opisuje diskretne adaptere kao one koji imaju odvojene memorijske pool-ove i upozorava da premeštanje heap-ova van video memorije treba tretirati kao krajnju opciju, a ne kao normalnu strategiju performansi.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems prikazuje odvojene Windows grafike za GPU VRAM i WDDM sistemsku memoriju, što je korisno pri dijagnostikovanju da li pritisak na memoriju prelazi preko device-local pool-a.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">Deljena GPU memorija ne pretvara 8 GB karticu u 24 GB karticu\u003C\u002Fh2>\n\u003Cp>Windows može izložiti sistemsku memoriju grafičkim radnim opterećenjima, ali to ne čini sistemski RAM ekvivalentnim namenskom VRAM-u.\u003C\u002Fp>\n\u003Cp>Dva pool-a se razlikuju po fizičkoj lokaciji, putanji pristupa, latenciji i propusnom opsegu. Grafičko radno opterećenje koje mora da se oslanja na host memoriju nije u istoj situaciji kao ono čiji aktivni resursi ostaju u device-local memoriji.\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\">Ukupne vrednosti u Task Manager-u mogu biti obmanjujuće\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Sabiranje „Dedicated GPU memory“ i „Shared GPU memory“ daje adresabilan ukupan iznos, a ne pool sa uniformnim karakteristikama performansi.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-32\">Zašto igra može da štuca pre nego što VRAM pokaže 100%\u003C\u002Fh2>\n\u003Cp>Budžet za rezidentnost može biti niži od fizičkog kapaciteta i može se menjati dok igra radi. Pozadinske GPU aplikacije, overlay-i, pregledači, alati za snimanje ili drugi procesi mogu promeniti količinu memorije dostupne igri.\u003C\u002Fp>\n\u003Cp>To znači da igra ne mora da prikaže tačno 8,0 od 8,0 GB pre nego što pritisak na memoriju postane relevantan.\u003C\u002Fp>\n\u003Cp>Microsoft izričito napominje da budžet može da varira i da prekoračenje budžeta može dovesti do toga da proces bude povremeno zamrznut kako bi drugi programi mogli da rade, ili može prouzrokovati neuspeh kreiranja resursa.\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">Zašto 100% prijavljenog korišćenja i dalje može biti glatko\u003C\u002Fh2>\n\u003Cp>Moguće je i obrnuto. Igra ili drajver mogu agresivno rezervisati ili zadržati memoriju, a da pritom radni set ostane zdrav.\u003C\u002Fp>\n\u003Cp>Ako vremena frejmova ostanu stabilna, strimovanje tekstura se ponaša normalno i igra ostaje u okviru svog efektivnog budžeta rezidentnosti, visok broj može jednostavno značiti da se dostupna memorija koristi produktivno.\u003C\u002Fp>\n\u003Cp>Grafikon koji izgleda pun je signal za istraživanje, a ne presuda.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">Test stabilnosti rezidentnosti\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Proverite da li VRAM zaista izaziva problem\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. Reprodukujte zastoj\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koristite istu lokaciju, pomeranje kamere ili putanju kretanja kako bi ponašanje memorije bilo uporedivo.\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. Zabeležite vreme frejma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Tačno identifikujte kada se spori frejmovi javljaju umesto da se oslanjate na prosečan FPS.\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. Pratite korišćenje VRAM-a i budžet\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ako vaš alat prikazuje oba, uporedite trenutnu potrošnju sa dostupnim budžetom.\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. Pratite prelivanje u sistemsku memoriju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Potražite rast memorije hosta ili druge znake da grafički radni set više nije udobno lokalizovan na uređaju.\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. Smanjite memorijski zahtevno podešavanje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Smanjite rezoluciju tekstura ili drugo podešavanje za koje se zna da smanjuje memorijski otisak.\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. Ponovite istu rutu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Značajno poboljšanje treba da smanji iste skokove pod istim uslovima.\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. Razdvojite kapacitet od strimovanja\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ako se problem javlja samo pri ulasku u nove oblasti, strimovanje ili kompilacija sredstava mogu biti uključeni čak i ako je korišćenje memorije visoko.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-42\">Korelacija vremena frejma je važnija od vršnog broja\u003C\u002Fh2>\n\u003Cp>Pretpostavite da VRAM dostigne 7,7 GB i ostane tamo dvadeset minuta dok je igra glatka. Sam taj vrh je slab dokaz.\u003C\u002Fp>\n\u003Cp>Sada pretpostavite da svako okretanje kamere ka novoj oblasti izaziva porast saobraćaja sistemske memorije i proizvodi skok frejma od 60 ms. Ta korelacija je mnogo korisnija.\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems uključuje prikaz Frame Health koji je posebno namenjen da iznese neuobičajeno spore akcije u frejmovima, uključujući mapiranje memorije među ostalim uzrocima. Uparivanje dokaza o tajmingu sa dokazima o memoriji je daleko jače od čitanja jednog grafikona kapaciteta izolovano.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">Memorijski pritisak i strimovanje sredstava mogu izgledati slično\u003C\u002Fh2>\n\u003Cp>Igra koja strimuje novu oblast sa skladišta može zapeti čak i kada ima dovoljno VRAM-a. Igra pod pritiskom VRAM-a takođe može zapeti dok zamenjuje rezidentne resurse. Iz perspektive igrača oba mogu izgledati kao „zastoj pri učitavanju tekstura“.\u003C\u002Fp>\n\u003Cp>Razlika je važna jer su rešenja različita. Smanjenje tekstura može pomoći kod problema sa rezidentnošću memorije, ali može malo pomoći kod zastoja pri kompilaciji šejdera ili dekompresiji sredstava na strani skladišta.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Sličan simptom, drugačiji uzrok\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\">Tipičan obrazac\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\">Koristan test\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\">Pritisak VRAM-a\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\">Strimovanje sredstava\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\">Kompilacija šejdera\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\">Dekompresija \u002F priprema na strani CPU-a\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\">Zašto smanjenje tekstura može rešiti zastoj bez značajnog povećanja prosečnog FPS-a\u003C\u002Fh2>\n\u003Cp>Ako je prosečna brzina frejmova kontrolisana CPU ili GPU računanjem, smanjenje kvaliteta tekstura možda neće značajno povećati prosek.\u003C\u002Fp>\n\u003Cp>Ali ako je originalni set tekstura stvarao pritisak na rezidentnost, ista promena može smanjiti spore frejmove i zastoje pri kretanju.\u003C\u002Fp>\n\u003Cp>Ovo je još jedan razlog da se svako grafičko podešavanje ne procenjuje samo po prosečnom FPS-u. Neka podešavanja poboljšavaju konzistentnost, a ne propusnost.\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Praktična matrica za dijagnostiku VRAM-a\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\">Zapažanje\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Na šta ukazuje\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Pouzdanost\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Visoka upotreba VRAM-a, stabilno vreme kadrova\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Može biti normalno keširanje ili stabilna rezidentnost\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Slabi dokazi o problemu\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Visoka upotreba + pritisak na budžet + ponovljivo seckanje\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pritisak na memoriju postaje verodostojan\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Umereno do jako\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Niže teksture otklanjaju seckanje\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Memorijski otisak je verovatno bio uključen\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Jak dijagnostički signal\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Niže teksture ne menjaju ništa\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pogledajte strimovanje, šejdere, CPU\u002FGPU tajming ili drugi uzrok\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Preusmerava sumnju na drugo mesto\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Upotreba sistemske memorije raste tokom zastoja\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mogući pritisak između bazena ili povezano kretanje memorije\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Korisna korelacija, ne dokaz\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Seckanje samo pri prvom prelasku\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kompilacija\u002Fstrimovanje postaje verodostojnije\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Potreban test ponovljenog pokretanja\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-56\">Broj „VRAM zahteva“ uvek zavisi od radnog opterećenja\u003C\u002Fh2>\n\u003Cp>Ne postoji jedinstveni univerzalni VRAM zahtev za igru nezavisan od podešavanja i radnog opterećenja.\u003C\u002Fp>\n\u003Cp>Rezolucija, kvalitet tekstura, praćenje zraka, složenost nivoa, modovi, paketi resursa visoke rezolucije, broj frejm-bufera i ponašanje engine-a mogu promeniti radni set.\u003C\u002Fp>\n\u003Cp>Korisna preporuka stoga zahteva uslove: rezoluciju, podešavanja, verziju igre, stanje modova i cilj performansi. „Ova igra zahteva 12 GB“ bez tih uslova je previše grubo da bi bila pouzdana tehnička izjava.\u003C\u002Fp>\n\u003Ch2 id=\"section-60\">Zašto je ovo važno pri kupovini GPU-a\u003C\u002Fh2>\n\u003Cp>Kapacitet VRAM-a ne treba procenjivati samo prema današnjem prosečnom broju alokacije. Korisno pitanje je da li kartica ima dovoljno memorijskog prostora za rezolucije, kvalitet tekstura, funkcije praćenja zraka i buduća radna opterećenja koja zapravo nameravate da koristite.\u003C\u002Fp>\n\u003Cp>Istovremeno, kupovina više VRAM-a ne kompenzuje nedovoljne računarske performanse GPU-a. Kartica može imati obilje memorije i dalje biti prespora za ciljno radno opterećenje renderovanja.\u003C\u002Fp>\n\u003Cp>Kapacitet i računanje rešavaju različita ograničenja.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Šta bi promenilo ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>Arhitekture objedinjene memorije menjaju fizičku topologiju memorije jer CPU i GPU mogu direktnije deliti zajednički bazen. Razlika između kapaciteta i budžeta je i dalje važna, ali model troškova se razlikuje od konvencionalnog diskretnog GPU-a.\u003C\u002Fp>\n\u003Cp>Budući GPU memorijski sistemi takođe mogu poboljšati faulting, kompresiju, strimovanje ili pristup između bazena. Tačna kazna performansi zbog pritiska na memoriju može se promeniti, ali osnovna razlika između kapaciteta, aktivnog radnog seta i pritiska na rezidentnost ostaje korisna.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Ograničenja\u003C\u002Fh2>\n\u003Cp>Potrošački alati za nadzor ne izlažu svi iste definicije memorije. „Alocirano“, „posvećena upotreba“, „budžet“, „potvrđeno“ i „rezidentno“ mogu se odnositi na različite slojeve upravljanja memorijom.\u003C\u002Fp>\n\u003Cp>Koristite jedan alat dosledno i pročitajte njegove definicije metrika pre poređenja brojeva između sistema ili recenzija.\u003C\u002Fp>\n\u003Ch2 id=\"section-70\">Zaključak\u003C\u002Fh2>\n\u003Cp>Skoro pun VRAM merač nije automatski problem, a merač koji nije sasvim pun ne garantuje sigurnost.\u003C\u002Fp>\n\u003Cp>Pravo pitanje je da li aktivni resursi igre ostaju stabilni unutar trenutnog memorijskog budžeta. Merite vremena kadrova, pratite budžet gde je moguće, testirajte memorijski zahtevna podešavanja i tražite ponovljivu korelaciju. VRAM problemi se odnose na pritisak na rezidentnost i kretanje—ne samo na broj ispisan pored „iskorišćena GPU memorija“.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Često postavljana pitanja\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\">Upotreba VRAM-a, budžeti i zastoj\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\">Da li je 100% upotrebe VRAM-a uvek loše?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Visoka prijavljena upotreba može biti normalna ako radni set igre ostaje rezidentan i isporuka kadrova je stabilna.\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\">Može li igra da ostane bez upotrebljivog VRAM-a pre nego što brojač dostigne pun kapacitet kartice?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Da. Efektivni budžet rezidentnosti može biti niži od fizičkog kapaciteta i može se menjati kako se drugi procesi i sistemski uslovi menjaju.\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\">Zašto smanjenje tekstura ponekad rešava zastoj, ali ne povećava prosečan FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Kvalitet tekstura može smanjiti pritisak na memoriju i usporene kadrove čak i kada je prosečna propusnost ograničena CPU ili GPU računanjem.\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\">Da li deljena GPU memorija nadoknađuje nizak VRAM?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sistemska memorija može se koristiti za grafičke zadatke, ali nema iste performanse kao lokalna VRAM na diskretnoj GPU.\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\">Kako mogu da utvrdim da li je zastoj zaista izazvan VRAM-om?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Koristite ponovljive snimke, uporedite skokove vremena kadrova sa budžetom\u002Fupotrebom memorije i testirajte da li smanjenje memorijski zahtevnih podešavanja uklanja iste zastoje.\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\">Koliko VRAM-a igra zaista zahteva?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Zavisi od rezolucije, podešavanja, praćenja zraka, resursa, modova i ponašanja engine-a. Korisni zahtevi bi uvek trebalo da uključe te uslove.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Pojmovnik\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\">Ključni VRAM pojmovi\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\">VRAM kapacitet\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Fizička diskretna video memorija instalirana na grafičkoj kartici.\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\">Rezidentnost\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Stanje u kojem je GPU resurs trenutno dostupan GPU-u u relevantnom fizičkom memorijskom pulu.\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\">Budžet rezidentnosti\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Količina fizičke memorije dostupne GPU-u koju proces treba da održi rezidentnom u datom trenutku prema politici upravljanja memorijom operativnog sistema.\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\">Radni set\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Resursi koji su aktivno potrebni igri za njen trenutni radni zadatak.\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\">Izbacivanje\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Uklanjanje resursa iz aktivne rezidentnosti kako bi se memorija mogla koristiti za druge resurse.\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\">VRAM Pressure Ladder\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks model koji opisuje progresiju od udobne rezerve do nestabilne rezidentnosti i vidljivih kvarova povezanih sa memorijom.\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\">Residency Stability Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks radni tok za povezivanje problema sa vremenom kadrova sa VRAM budžetom, upotrebom, prelivanjem i kontrolisanim promenama memorijskih podešavanja.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Primarni izvori\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 — Direct3D 12 Residency\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična Microsoft dokumentacija koja pokriva budžete rezidentnosti, heap resurse, izbacivanje i ponašanje diskretne video memorije pod pritiskom.\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 — Process Residency Budgets\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična dokumentacija Windows drajvera koja objašnjava WDDM budžete memorije procesa i kako aplikacije dimenzionišu rezidentne resurse.\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 — Memory Management in Direct3D 12\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični pregled upravljanja memorijom u Direct3D 12 i strategije 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\">Zvanična API dokumentacija koja opisuje straničenje resursa u odgovarajući memorijski pul i upravljanje rezidentnošću.\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 — User Guide\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična NVIDIA dokumentacija koja prikazuje upotrebu VRAM-a i WDDM sistemske memorije, memorijske budžete i Frame Health analizu za istraživanje zastoja.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1092},1790375714654,[540,545,552,558,564,569,573,577,581,619,623,627,631,637,641,645,649,653,657,682,686,690,694,698,702,706,710,714,718,722,726,732,736,740,744,748,752,756,760,764,768,794,798,802,806,810,814,818,822,858,862,866,870,874,878,911,915,919,923,927,931,935,939,943,947,951,955,959,963,967,971,975,979,983,1012,1016,1047,1051,1060,1068,1076,1084],{"id":541,"data":542,"type":544},"intro",{"text":543},"Kada vidite 7,8 GB iskorišćeno na grafičkoj kartici od 8 GB, to može izgledati kao dokaz da je igra „ostala bez VRAM-a“. Nije tako jednostavno. Savremeni grafički API-ji, drajveri i operativni sistemi upravljaju video memorijom kroz budžete, rezidentnost i više memorijskih grupa. Visoka alokacija ili broj iskorišćenosti može biti normalan, dok niži broj i dalje može skrivati stvarni problem memorijskog pritiska.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Korišćenje VRAM-a nije isto što i zahtev za VRAM-om.\u003C\u002Fstrong> Ono što je važno jeste da li igra može da zadrži resurse koji su joj potrebni rezidentne unutar raspoloživog memorijskog budžeta bez ponovnog izbacivanja, paginacije ili drugih zastoja. Grafikon skoro punog VRAM-a može biti zdrav; nestabilna rezidentnost pod pritiskom može izazvati zastoj u radu čak i pre nego što jednostavan brojač dostigne oglašeni kapacitet kartice.","Direktan odgovor","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"VRAM Pressure Ladder i Residency Stability Test ispod su praktični Figure Rocks dijagnostički modeli. Oni nisu formalna Microsoft ili NVIDIA terminologija.","Model korišćen u ovom članku","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sadržaj",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-three",{"text":567,"level":47},"Tri broja se često mešaju: kapacitet, budžet i korišćenje","header",{"id":570,"data":571,"type":544},"p-three-1",{"text":572},"Broj koji je odštampan na grafičkoj kartici je fizički kapacitet video memorije. Windows i grafički drajver takođe izlažu memorijski budžet: količinu koju proces može razumno da zadrži rezidentnom u tom trenutku. Aplikacija zatim troši deo tog budžeta na teksture, render targete, bafere, akceleracione strukture i druge GPU resurse.",{"id":574,"data":575,"type":544},"p-three-2",{"text":576},"Microsoft-ova dokumentacija o Direct3D 12 rezidentnosti navodi da raspoloživi budžet video memorije može da varira kada se pozadinski procesi bude i spavaju ili kada se fokus menja između aplikacija. To znači da praktična memorija dostupna igri nije uvek fiksni broj jednak onom na nalepnici na GPU-u.",{"id":578,"data":579,"type":544},"p-three-3",{"text":580},"NVIDIA Nsight Systems direktno izlaže ovu razliku tako što prikazuje korišćenje GPU VRAM-a zajedno sa memorijskim budžetom na Windows-u.",{"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","Fizički kapacitet VRAM-a",{"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","Budžet rezidentnosti",{"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","Trenutno korišćenje \u002F alokacija",{"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","Kapacitet vs budžet vs korišćenje","table",[609,612,615],{"id":610,"label":611},"meaning","Šta to znači",{"id":613,"label":614},"changes","Može li se promeniti tokom igranja?",{"id":616,"label":617},"mistake","Česta greška","comparison",{"id":620,"data":621,"type":568},"h-alloc",{"text":622,"level":47},"Alocirana memorija nije automatski memorija bez koje igra ne može",{"id":624,"data":625,"type":544},"p-alloc-1",{"text":626},"Igre mogu da drže resurse dostupnim jer neiskorišćeni VRAM sam po sebi ima malu vrednost. Igra može keširati teksture, geometriju ili privremene resurse kako bi bili spremni ako zatrebaju.",{"id":628,"data":629,"type":544},"p-alloc-2",{"text":630},"Zato „moja igra koristi skoro sav moj VRAM“ nije samo po sebi dijagnoza. Korisno pitanje je da li radni set ostaje stabilan unutar budžeta i da li sistem mora ponovo da premešta ili rekreira resurse.",{"id":632,"data":633,"type":551},"better-question",{"body":634,"title":635,"variant":636},"Ne pitajte samo \u003Cstrong>„Koliko se VRAM-a koristi?“\u003C\u002Fstrong> Pitajte \u003Cstrong>„Da li je igra pod pritiskom rezidentnosti i da li taj pritisak korelira sa sporim frejmovima?“\u003C\u002Fstrong>","Bolje pitanje","success",{"id":638,"data":639,"type":568},"h-residency",{"text":640,"level":47},"Šta rezidentnost zapravo znači",{"id":642,"data":643,"type":544},"p-res-1",{"text":644},"Microsoft definiše resurs kao rezidentan kada mu GPU može pristupiti. Direct3D 12 aplikacije moraju da upravljaju odnosom između svojih GPU-pristupačnih resursa i trenutnog budžeta rezidentnosti.",{"id":646,"data":647,"type":544},"p-res-2",{"text":648},"Kada pritisak poraste, resursi mogu biti izbačeni iz rezidentnosti brzog pristupa. Microsoft napominje da na diskretnim GPU-ima kernel može premestiti neke heap-ove iz video memorije ka sistemskoj memoriji kao ekstremni fallback, ali se od aplikacija očekuje da ostanu unutar budžeta, a ne da se oslanjaju na ponašanje iznad budžeta.",{"id":650,"data":651,"type":544},"p-res-3",{"text":652},"Praktična posledica je da problemi sa performansama nastaju zbog premeštanja i dostupnosti, a ne samo zbog vizuelne punoće jednog stupca.",{"id":654,"data":655,"type":568},"h-ladder",{"text":656,"level":47},"VRAM Pressure Ladder",{"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. Slobodan prostor","Radni set se udobno uklapa u trenutni budžet.",{"label":665,"description":666},"2. Visoka ali stabilna rezidentnost","Korišćenje VRAM-a je visoko, ali potrebni resursi ostaju rezidentni i isporuka frejmova je stabilna.",{"label":668,"description":669},"3. Pritisak na budžet","Igra se približava trenutnom budžetu i ima manje prostora za dodatne resurse ili prolazne skokove.",{"label":671,"description":672},"4. Izbacivanje i zamena","Resursi moraju biti uklonjeni, ponovo kreirani, strimovani ili premešteni kako se radni set menja.",{"label":674,"description":675},"5. Prelazak između pool-ova","Neki resursi mogu se više oslanjati na sistemsku memoriju ili transfere, povećavajući latenciju i pritisak na propusni opseg.",{"label":677,"description":678},"6. Vidljiv otkaz","Pojavljuje se štucanje, odloženo pojavljivanje tekstura, smanjen kvalitet, neuspeh alokacije ili nestabilnost.","Od zdravog korišćenja do disruptivnog pritiska na memoriju","auto","processFlow",{"id":683,"data":684,"type":568},"h-textures",{"text":685,"level":47},"Zašto su teksture prvo podešavanje koje ljudi krive",{"id":687,"data":688,"type":544},"p-tex-1",{"text":689},"Kvalitet tekstura često ima snažnu vezu sa zauzećem memorije jer teksture više rezolucije zahtevaju više prostora. To čini kvalitet tekstura razumnim testom kada se sumnja na pritisak na VRAM.",{"id":691,"data":692,"type":544},"p-tex-2",{"text":693},"Ali kvalitet tekstura nije jedini potrošač. Render targeti, geometrijski baferi, mape senki, akceleracione strukture za ray tracing, resursi za generisanje frejmova ili rekonstrukciju, keševi i alokacije specifične za engine takođe se takmiče za memoriju.",{"id":695,"data":696,"type":544},"p-tex-3",{"text":697},"Tako igra može premašiti udoban memorijski budžet čak i sa umerenim teksturama, a druga igra može raditi blizu fizičkog kapaciteta bez vidljivih problema jer je njena strategija rezidentnosti efikasna.",{"id":699,"data":700,"type":568},"h-pools",{"text":701,"level":47},"Namenski VRAM i sistemska memorija su različiti pool-ovi",{"id":703,"data":704,"type":544},"p-pool-1",{"text":705},"Na diskretnoj GPU, namenski VRAM je fizički priključen na grafičku karticu. Sistemski RAM se nalazi na CPU strani platforme.",{"id":707,"data":708,"type":544},"p-pool-2",{"text":709},"Microsoft-ova D3D12 dokumentacija opisuje diskretne adaptere kao one koji imaju odvojene memorijske pool-ove i upozorava da premeštanje heap-ova van video memorije treba tretirati kao krajnju opciju, a ne kao normalnu strategiju performansi.",{"id":711,"data":712,"type":544},"p-pool-3",{"text":713},"NVIDIA Nsight Systems prikazuje odvojene Windows grafike za GPU VRAM i WDDM sistemsku memoriju, što je korisno pri dijagnostikovanju da li pritisak na memoriju prelazi preko device-local pool-a.",{"id":715,"data":716,"type":568},"h-shared",{"text":717,"level":47},"Deljena GPU memorija ne pretvara 8 GB karticu u 24 GB karticu",{"id":719,"data":720,"type":544},"p-shared-1",{"text":721},"Windows može izložiti sistemsku memoriju grafičkim radnim opterećenjima, ali to ne čini sistemski RAM ekvivalentnim namenskom VRAM-u.",{"id":723,"data":724,"type":544},"p-shared-2",{"text":725},"Dva pool-a se razlikuju po fizičkoj lokaciji, putanji pristupa, latenciji i propusnom opsegu. Grafičko radno opterećenje koje mora da se oslanja na host memoriju nije u istoj situaciji kao ono čiji aktivni resursi ostaju u device-local memoriji.",{"id":727,"data":728,"type":551},"shared-warning",{"body":729,"title":730,"variant":731},"Sabiranje „Dedicated GPU memory“ i „Shared GPU memory“ daje adresabilan ukupan iznos, a ne pool sa uniformnim karakteristikama performansi.","Ukupne vrednosti u Task Manager-u mogu biti obmanjujuće","warning",{"id":733,"data":734,"type":568},"h-before100",{"text":735,"level":47},"Zašto igra može da štuca pre nego što VRAM pokaže 100%",{"id":737,"data":738,"type":544},"p-before-1",{"text":739},"Budžet za rezidentnost može biti niži od fizičkog kapaciteta i može se menjati dok igra radi. Pozadinske GPU aplikacije, overlay-i, pregledači, alati za snimanje ili drugi procesi mogu promeniti količinu memorije dostupne igri.",{"id":741,"data":742,"type":544},"p-before-2",{"text":743},"To znači da igra ne mora da prikaže tačno 8,0 od 8,0 GB pre nego što pritisak na memoriju postane relevantan.",{"id":745,"data":746,"type":544},"p-before-3",{"text":747},"Microsoft izričito napominje da budžet može da varira i da prekoračenje budžeta može dovesti do toga da proces bude povremeno zamrznut kako bi drugi programi mogli da rade, ili može prouzrokovati neuspeh kreiranja resursa.",{"id":749,"data":750,"type":568},"h-fullsmooth",{"text":751,"level":47},"Zašto 100% prijavljenog korišćenja i dalje može biti glatko",{"id":753,"data":754,"type":544},"p-full-1",{"text":755},"Moguće je i obrnuto. Igra ili drajver mogu agresivno rezervisati ili zadržati memoriju, a da pritom radni set ostane zdrav.",{"id":757,"data":758,"type":544},"p-full-2",{"text":759},"Ako vremena frejmova ostanu stabilna, strimovanje tekstura se ponaša normalno i igra ostaje u okviru svog efektivnog budžeta rezidentnosti, visok broj može jednostavno značiti da se dostupna memorija koristi produktivno.",{"id":761,"data":762,"type":544},"p-full-3",{"text":763},"Grafikon koji izgleda pun je signal za istraživanje, a ne presuda.",{"id":765,"data":766,"type":568},"h-test",{"text":767,"level":47},"Test stabilnosti rezidentnosti",{"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. Reprodukujte zastoj","Koristite istu lokaciju, pomeranje kamere ili putanju kretanja kako bi ponašanje memorije bilo uporedivo.",{"label":776,"description":777},"2. Zabeležite vreme frejma","Tačno identifikujte kada se spori frejmovi javljaju umesto da se oslanjate na prosečan FPS.",{"label":779,"description":780},"3. Pratite korišćenje VRAM-a i budžet","Ako vaš alat prikazuje oba, uporedite trenutnu potrošnju sa dostupnim budžetom.",{"label":782,"description":783},"4. Pratite prelivanje u sistemsku memoriju","Potražite rast memorije hosta ili druge znake da grafički radni set više nije udobno lokalizovan na uređaju.",{"label":785,"description":786},"5. Smanjite memorijski zahtevno podešavanje","Smanjite rezoluciju tekstura ili drugo podešavanje za koje se zna da smanjuje memorijski otisak.",{"label":788,"description":789},"6. Ponovite istu rutu","Značajno poboljšanje treba da smanji iste skokove pod istim uslovima.",{"label":791,"description":792},"7. Razdvojite kapacitet od strimovanja","Ako se problem javlja samo pri ulasku u nove oblasti, strimovanje ili kompilacija sredstava mogu biti uključeni čak i ako je korišćenje memorije visoko.","Proverite da li VRAM zaista izaziva problem",{"id":795,"data":796,"type":568},"h-correlation",{"text":797,"level":47},"Korelacija vremena frejma je važnija od vršnog broja",{"id":799,"data":800,"type":544},"p-corr-1",{"text":801},"Pretpostavite da VRAM dostigne 7,7 GB i ostane tamo dvadeset minuta dok je igra glatka. Sam taj vrh je slab dokaz.",{"id":803,"data":804,"type":544},"p-corr-2",{"text":805},"Sada pretpostavite da svako okretanje kamere ka novoj oblasti izaziva porast saobraćaja sistemske memorije i proizvodi skok frejma od 60 ms. Ta korelacija je mnogo korisnija.",{"id":807,"data":808,"type":544},"p-corr-3",{"text":809},"NVIDIA Nsight Systems uključuje prikaz Frame Health koji je posebno namenjen da iznese neuobičajeno spore akcije u frejmovima, uključujući mapiranje memorije među ostalim uzrocima. Uparivanje dokaza o tajmingu sa dokazima o memoriji je daleko jače od čitanja jednog grafikona kapaciteta izolovano.",{"id":811,"data":812,"type":568},"h-streaming",{"text":813,"level":47},"Memorijski pritisak i strimovanje sredstava mogu izgledati slično",{"id":815,"data":816,"type":544},"p-stream-1",{"text":817},"Igra koja strimuje novu oblast sa skladišta može zapeti čak i kada ima dovoljno VRAM-a. Igra pod pritiskom VRAM-a takođe može zapeti dok zamenjuje rezidentne resurse. Iz perspektive igrača oba mogu izgledati kao „zastoj pri učitavanju tekstura“.",{"id":819,"data":820,"type":544},"p-stream-2",{"text":821},"Razlika je važna jer su rešenja različita. Smanjenje tekstura može pomoći kod problema sa rezidentnošću memorije, ali može malo pomoći kod zastoja pri kompilaciji šejdera ili dekompresiji sredstava na strani skladišta.",{"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","Pritisak VRAM-a",{"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","Strimovanje sredstava",{"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","Kompilacija šejdera",{"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","Dekompresija \u002F priprema na strani CPU-a",{"test":848,"pattern":849},"Compare CPU\u002FGPU timing during the hitch","GPU may wait while CPU-side work spikes","Sličan simptom, drugačiji uzrok",[852,855],{"id":853,"label":854},"pattern","Tipičan obrazac",{"id":856,"label":857},"test","Koristan test",{"id":859,"data":860,"type":568},"h-texturefix",{"text":861,"level":47},"Zašto smanjenje tekstura može rešiti zastoj bez značajnog povećanja prosečnog FPS-a",{"id":863,"data":864,"type":544},"p-tfix-1",{"text":865},"Ako je prosečna brzina frejmova kontrolisana CPU ili GPU računanjem, smanjenje kvaliteta tekstura možda neće značajno povećati prosek.",{"id":867,"data":868,"type":544},"p-tfix-2",{"text":869},"Ali ako je originalni set tekstura stvarao pritisak na rezidentnost, ista promena može smanjiti spore frejmove i zastoje pri kretanju.",{"id":871,"data":872,"type":544},"p-tfix-3",{"text":873},"Ovo je još jedan razlog da se svako grafičko podešavanje ne procenjuje samo po prosečnom FPS-u. Neka podešavanja poboljšavaju konzistentnost, a ne propusnost.",{"id":875,"data":876,"type":568},"h-matrix",{"text":877,"level":47},"Praktična matrica za dijagnostiku VRAM-a",{"id":879,"data":880,"type":607},"diag-matrix",{"content":881,"stretched":910,"withHeadings":15},[882,886,890,894,898,902,906],[883,884,885],"Zapažanje","Na šta ukazuje","Pouzdanost",[887,888,889],"Visoka upotreba VRAM-a, stabilno vreme kadrova","Može biti normalno keširanje ili stabilna rezidentnost","Slabi dokazi o problemu",[891,892,893],"Visoka upotreba + pritisak na budžet + ponovljivo seckanje","Pritisak na memoriju postaje verodostojan","Umereno do jako",[895,896,897],"Niže teksture otklanjaju seckanje","Memorijski otisak je verovatno bio uključen","Jak dijagnostički signal",[899,900,901],"Niže teksture ne menjaju ništa","Pogledajte strimovanje, šejdere, CPU\u002FGPU tajming ili drugi uzrok","Preusmerava sumnju na drugo mesto",[903,904,905],"Upotreba sistemske memorije raste tokom zastoja","Mogući pritisak između bazena ili povezano kretanje memorije","Korisna korelacija, ne dokaz",[907,908,909],"Seckanje samo pri prvom prelasku","Kompilacija\u002Fstrimovanje postaje verodostojnije","Potreban test ponovljenog pokretanja",false,{"id":912,"data":913,"type":568},"h-requirement",{"text":914,"level":47},"Broj „VRAM zahteva“ uvek zavisi od radnog opterećenja",{"id":916,"data":917,"type":544},"p-req-1",{"text":918},"Ne postoji jedinstveni univerzalni VRAM zahtev za igru nezavisan od podešavanja i radnog opterećenja.",{"id":920,"data":921,"type":544},"p-req-2",{"text":922},"Rezolucija, kvalitet tekstura, praćenje zraka, složenost nivoa, modovi, paketi resursa visoke rezolucije, broj frejm-bufera i ponašanje engine-a mogu promeniti radni set.",{"id":924,"data":925,"type":544},"p-req-3",{"text":926},"Korisna preporuka stoga zahteva uslove: rezoluciju, podešavanja, verziju igre, stanje modova i cilj performansi. „Ova igra zahteva 12 GB“ bez tih uslova je previše grubo da bi bila pouzdana tehnička izjava.",{"id":928,"data":929,"type":568},"h-buying",{"text":930,"level":47},"Zašto je ovo važno pri kupovini GPU-a",{"id":932,"data":933,"type":544},"p-buy-1",{"text":934},"Kapacitet VRAM-a ne treba procenjivati samo prema današnjem prosečnom broju alokacije. Korisno pitanje je da li kartica ima dovoljno memorijskog prostora za rezolucije, kvalitet tekstura, funkcije praćenja zraka i buduća radna opterećenja koja zapravo nameravate da koristite.",{"id":936,"data":937,"type":544},"p-buy-2",{"text":938},"Istovremeno, kupovina više VRAM-a ne kompenzuje nedovoljne računarske performanse GPU-a. Kartica može imati obilje memorije i dalje biti prespora za ciljno radno opterećenje renderovanja.",{"id":940,"data":941,"type":544},"p-buy-3",{"text":942},"Kapacitet i računanje rešavaju različita ograničenja.",{"id":944,"data":945,"type":568},"h-change",{"text":946,"level":47},"Šta bi promenilo ovaj odgovor?",{"id":948,"data":949,"type":544},"p-change-1",{"text":950},"Arhitekture objedinjene memorije menjaju fizičku topologiju memorije jer CPU i GPU mogu direktnije deliti zajednički bazen. Razlika između kapaciteta i budžeta je i dalje važna, ali model troškova se razlikuje od konvencionalnog diskretnog GPU-a.",{"id":952,"data":953,"type":544},"p-change-2",{"text":954},"Budući GPU memorijski sistemi takođe mogu poboljšati faulting, kompresiju, strimovanje ili pristup između bazena. Tačna kazna performansi zbog pritiska na memoriju može se promeniti, ali osnovna razlika između kapaciteta, aktivnog radnog seta i pritiska na rezidentnost ostaje korisna.",{"id":956,"data":957,"type":568},"h-limit",{"text":958,"level":47},"Ograničenja",{"id":960,"data":961,"type":544},"p-limit-1",{"text":962},"Potrošački alati za nadzor ne izlažu svi iste definicije memorije. „Alocirano“, „posvećena upotreba“, „budžet“, „potvrđeno“ i „rezidentno“ mogu se odnositi na različite slojeve upravljanja memorijom.",{"id":964,"data":965,"type":544},"p-limit-2",{"text":966},"Koristite jedan alat dosledno i pročitajte njegove definicije metrika pre poređenja brojeva između sistema ili recenzija.",{"id":968,"data":969,"type":568},"h-conclusion",{"text":970,"level":47},"Zaključak",{"id":972,"data":973,"type":544},"p-conc-1",{"text":974},"Skoro pun VRAM merač nije automatski problem, a merač koji nije sasvim pun ne garantuje sigurnost.",{"id":976,"data":977,"type":544},"p-conc-2",{"text":978},"Pravo pitanje je da li aktivni resursi igre ostaju stabilni unutar trenutnog memorijskog budžeta. Merite vremena kadrova, pratite budžet gde je moguće, testirajte memorijski zahtevna podešavanja i tražite ponovljivu korelaciju. VRAM problemi se odnose na pritisak na rezidentnost i kretanje—ne samo na broj ispisan pored „iskorišćena GPU memorija“.",{"id":980,"data":981,"type":568},"h-faq",{"text":982,"level":47},"Često postavljana pitanja",{"id":984,"data":985,"type":984},"faq",{"items":986,"title":1011},[987,991,995,999,1003,1007],{"id":988,"answer":989,"question":990},"faq1","Ne. Visoka prijavljena upotreba može biti normalna ako radni set igre ostaje rezidentan i isporuka kadrova je stabilna.","Da li je 100% upotrebe VRAM-a uvek loše?",{"id":992,"answer":993,"question":994},"faq2","Da. Efektivni budžet rezidentnosti može biti niži od fizičkog kapaciteta i može se menjati kako se drugi procesi i sistemski uslovi menjaju.","Može li igra da ostane bez upotrebljivog VRAM-a pre nego što brojač dostigne pun kapacitet kartice?",{"id":996,"answer":997,"question":998},"faq3","Kvalitet tekstura može smanjiti pritisak na memoriju i usporene kadrove čak i kada je prosečna propusnost ograničena CPU ili GPU računanjem.","Zašto smanjenje tekstura ponekad rešava zastoj, ali ne povećava prosečan FPS?",{"id":1000,"answer":1001,"question":1002},"faq4","Sistemska memorija može se koristiti za grafičke zadatke, ali nema iste performanse kao lokalna VRAM na diskretnoj GPU.","Da li deljena GPU memorija nadoknađuje nizak VRAM?",{"id":1004,"answer":1005,"question":1006},"faq5","Koristite ponovljive snimke, uporedite skokove vremena kadrova sa budžetom\u002Fupotrebom memorije i testirajte da li smanjenje memorijski zahtevnih podešavanja uklanja iste zastoje.","Kako mogu da utvrdim da li je zastoj zaista izazvan VRAM-om?",{"id":1008,"answer":1009,"question":1010},"faq6","Zavisi od rezolucije, podešavanja, praćenja zraka, resursa, modova i ponašanja engine-a. Korisni zahtevi bi uvek trebalo da uključe te uslove.","Koliko VRAM-a igra zaista zahteva?","Upotreba VRAM-a, budžeti i zastoj",{"id":1013,"data":1014,"type":568},"h-glossary",{"text":1015,"level":47},"Pojmovnik",{"id":1017,"data":1018,"type":1017},"glossary",{"title":1019,"entries":1020},"Ključni VRAM pojmovi",[1021,1025,1029,1032,1036,1040,1043],{"term":1022,"anchor":1023,"definition":1024},"VRAM kapacitet","vram-capacity","Fizička diskretna video memorija instalirana na grafičkoj kartici.",{"term":1026,"anchor":1027,"definition":1028},"Rezidentnost","residency","Stanje u kojem je GPU resurs trenutno dostupan GPU-u u relevantnom fizičkom memorijskom pulu.",{"term":594,"anchor":1030,"definition":1031},"residency-budget","Količina fizičke memorije dostupne GPU-u koju proces treba da održi rezidentnom u datom trenutku prema politici upravljanja memorijom operativnog sistema.",{"term":1033,"anchor":1034,"definition":1035},"Radni set","working-set","Resursi koji su aktivno potrebni igri za njen trenutni radni zadatak.",{"term":1037,"anchor":1038,"definition":1039},"Izbacivanje","eviction","Uklanjanje resursa iz aktivne rezidentnosti kako bi se memorija mogla koristiti za druge resurse.",{"term":656,"anchor":1041,"definition":1042},"vram-pressure-ladder","Figure Rocks model koji opisuje progresiju od udobne rezerve do nestabilne rezidentnosti i vidljivih kvarova povezanih sa memorijom.",{"term":1044,"anchor":1045,"definition":1046},"Residency Stability Test","residency-stability-test","Figure Rocks radni tok za povezivanje problema sa vremenom kadrova sa VRAM budžetom, upotrebom, prelivanjem i kontrolisanim promenama memorijskih podešavanja.",{"id":1048,"data":1049,"type":568},"h-sources",{"text":1050,"level":47},"Primarni izvori",{"id":1052,"data":1053,"type":1059},"src-ms-residency",{"link":1054,"meta":1055},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency",{"image":1056,"title":1057,"description":1058},{"url":13},"Microsoft Learn — Direct3D 12 Residency","Zvanična Microsoft dokumentacija koja pokriva budžete rezidentnosti, heap resurse, izbacivanje i ponašanje diskretne video memorije pod pritiskom.","linkTool",{"id":1061,"data":1062,"type":1059},"src-ms-budget",{"link":1063,"meta":1064},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets",{"image":1065,"title":1066,"description":1067},{"url":13},"Microsoft Learn — Process Residency Budgets","Zvanična dokumentacija Windows drajvera koja objašnjava WDDM budžete memorije procesa i kako aplikacije dimenzionišu rezidentne resurse.",{"id":1069,"data":1070,"type":1059},"src-ms-memory",{"link":1071,"meta":1072},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management",{"image":1073,"title":1074,"description":1075},{"url":13},"Microsoft Learn — Memory Management in Direct3D 12","Zvanični pregled upravljanja memorijom u Direct3D 12 i strategije classify-budget-stream.",{"id":1077,"data":1078,"type":1059},"src-ms-makeresident",{"link":1079,"meta":1080},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident",{"image":1081,"title":1082,"description":1083},{"url":13},"Microsoft Learn — ID3D12Device::MakeResident","Zvanična API dokumentacija koja opisuje straničenje resursa u odgovarajući memorijski pul i upravljanje rezidentnošću.",{"id":1085,"data":1086,"type":1059},"src-nvidia-nsight",{"link":1087,"meta":1088},"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F",{"image":1089,"title":1090,"description":1091},{"url":13},"NVIDIA Nsight Systems — User Guide","Zvanična NVIDIA dokumentacija koja prikazuje upotrebu VRAM-a i WDDM sistemske memorije, memorijske budžete i Frame Health analizu za istraživanje zastoja.","2.31","Videti 7,8 GB iskorišćeno na grafičkoj kartici od 8 GB može izgledati kao dokaz da je igri ponestalo VRAM-a. Nije tako jednostavno. Ovaj vodič objašnjava kapacitet VRAM-a, budžete rezidentnosti, radne skupove, deljenu memoriju i kako utvrditi da li pritisak na memoriju zaista izaziva seckanje.","\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":1101,"de":1102,"sr":1103,"es":1104,"fr":1105,"it":1106,"ru":1107,"zh":1108},"\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",[1110,1114,1118,1122,1126],{"id":1111,"name":1112,"slug":1113},152,"VRAM и стримовање","vram-and-streaming",{"id":1115,"name":1116,"slug":1117},330,"Исправке за стриминг и IO","streaming-and-io-fixes",{"id":1119,"name":1120,"slug":1121},63,"Сецкање стримовања","streaming-stutter",{"id":1123,"name":1124,"slug":1125},62,"Застајкивање шејдера","shader-stutter",{"id":1127,"name":1128,"slug":1129},328,"Идентификујте тип сецкања","identify-stutter-type",{"id":283,"login":1131,"email":1132,"displayName":1133},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1135,1545],{"lang":8,"title":1136,"content":1137,"contentJson":1138,"excerpt":1544},"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":1139,"blocks":1140,"version":1543},1790375269866,[1141,1144,1148,1152,1155,1158,1161,1164,1167,1187,1190,1193,1196,1200,1203,1206,1209,1212,1215,1237,1240,1243,1246,1249,1252,1255,1258,1261,1264,1267,1270,1274,1277,1280,1283,1286,1289,1292,1295,1298,1301,1326,1329,1332,1335,1338,1341,1344,1347,1368,1371,1374,1377,1380,1383,1414,1417,1420,1423,1426,1429,1432,1435,1438,1441,1444,1447,1450,1453,1456,1459,1462,1465,1468,1490,1493,1515,1518,1523,1528,1533,1538],{"id":541,"data":1142,"type":544},{"text":1143},"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":1145,"type":551},{"body":1146,"title":1147,"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":1149,"type":551},{"body":1150,"title":1151,"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":1153,"type":563},{"title":1154,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1156,"type":568},{"text":1157,"level":47},"Three numbers are often confused: capacity, budget and usage",{"id":570,"data":1159,"type":544},{"text":1160},"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":1162,"type":544},{"text":1163},"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":1165,"type":544},{"text":1166},"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.",{"id":582,"data":1168,"type":618},{"rows":1169,"title":1179,"layout":607,"columns":1180},[1170,1173,1176],{"id":586,"label":1171,"values":1172},"Physical VRAM capacity",{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":1174,"values":1175},"Residency budget",{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":1177,"values":1178},"Current usage \u002F allocation",{"changes":603,"meaning":604,"mistake":605},"Capacity vs budget vs usage",[1181,1183,1185],{"id":610,"label":1182},"What it means",{"id":613,"label":1184},"Can it change during play?",{"id":616,"label":1186},"Common mistake",{"id":620,"data":1188,"type":568},{"text":1189,"level":47},"Allocated memory is not automatically memory the game cannot live without",{"id":624,"data":1191,"type":544},{"text":1192},"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":1194,"type":544},{"text":1195},"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":1197,"type":551},{"body":1198,"title":1199,"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":1201,"type":568},{"text":1202,"level":47},"What residency actually means",{"id":642,"data":1204,"type":544},{"text":1205},"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":1207,"type":544},{"text":1208},"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":1210,"type":544},{"text":1211},"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.",{"id":654,"data":1213,"type":568},{"text":1214,"level":47},"The VRAM Pressure Ladder",{"id":658,"data":1216,"type":681},{"steps":1217,"title":1236,"orientation":680},[1218,1221,1224,1227,1230,1233],{"label":1219,"description":1220},"1. Headroom","The working set fits comfortably inside the current budget.",{"label":1222,"description":1223},"2. High but stable residency","VRAM usage is high, but required resources remain resident and frame delivery is stable.",{"label":1225,"description":1226},"3. Budget pressure","The game approaches the current budget and has less room for additional resources or transient spikes.",{"label":1228,"description":1229},"4. Eviction and replacement","Resources must be removed, recreated, streamed or moved as the working set changes.",{"label":1231,"description":1232},"5. Cross-pool fallback","Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.",{"label":1234,"description":1235},"6. Visible failure","Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.","From healthy usage to disruptive memory pressure",{"id":683,"data":1238,"type":568},{"text":1239,"level":47},"Why textures are the first setting people blame",{"id":687,"data":1241,"type":544},{"text":1242},"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":1244,"type":544},{"text":1245},"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":1247,"type":544},{"text":1248},"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":1250,"type":568},{"text":1251,"level":47},"Dedicated VRAM and system memory are different pools",{"id":703,"data":1253,"type":544},{"text":1254},"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":1256,"type":544},{"text":1257},"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":1259,"type":544},{"text":1260},"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":1262,"type":568},{"text":1263,"level":47},"Shared GPU memory does not turn an 8 GB card into a 24 GB card",{"id":719,"data":1265,"type":544},{"text":1266},"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.",{"id":723,"data":1268,"type":544},{"text":1269},"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":1271,"type":551},{"body":1272,"title":1273,"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":1275,"type":568},{"text":1276,"level":47},"Why a game can stutter before VRAM reads 100%",{"id":737,"data":1278,"type":544},{"text":1279},"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":1281,"type":544},{"text":1282},"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.",{"id":745,"data":1284,"type":544},{"text":1285},"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":1287,"type":568},{"text":1288,"level":47},"Why 100% reported usage can still be smooth",{"id":753,"data":1290,"type":544},{"text":1291},"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":1293,"type":544},{"text":1294},"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":1296,"type":544},{"text":1297},"A full-looking graph is a signal to investigate, not a verdict.",{"id":765,"data":1299,"type":568},{"text":1300,"level":47},"The Residency Stability Test",{"id":769,"data":1302,"type":681},{"steps":1303,"title":1325,"orientation":680},[1304,1307,1310,1313,1316,1319,1322],{"label":1305,"description":1306},"1. Reproduce the stutter","Use the same location, camera movement or traversal path so memory behavior is comparable.",{"label":1308,"description":1309},"2. Record frame time","Identify exactly when the slow frames occur instead of relying on average FPS.",{"label":1311,"description":1312},"3. Watch VRAM usage and budget","If your tool exposes both, compare current consumption with the available budget.",{"label":1314,"description":1315},"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":1317,"description":1318},"5. Lower a memory-heavy setting","Reduce texture resolution or another setting known to reduce memory footprint.",{"label":1320,"description":1321},"6. Repeat the same route","A meaningful improvement should reduce the same spikes under the same conditions.",{"label":1323,"description":1324},"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":1327,"type":568},{"text":1328,"level":47},"Frame-time correlation matters more than the peak number",{"id":799,"data":1330,"type":544},{"text":1331},"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":1333,"type":544},{"text":1334},"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":1336,"type":544},{"text":1337},"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":1339,"type":568},{"text":1340,"level":47},"Memory pressure and asset streaming can look similar",{"id":815,"data":1342,"type":544},{"text":1343},"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":1345,"type":544},{"text":1346},"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":1348,"type":618},{"rows":1349,"title":1362,"layout":607,"columns":1363},[1350,1353,1356,1359],{"id":827,"label":1351,"values":1352},"VRAM pressure",{"test":830,"pattern":831},{"id":833,"label":1354,"values":1355},"Asset streaming",{"test":836,"pattern":837},{"id":839,"label":1357,"values":1358},"Shader compilation",{"test":842,"pattern":843},{"id":845,"label":1360,"values":1361},"CPU-side decompression \u002F setup",{"test":848,"pattern":849},"Similar symptom, different cause",[1364,1366],{"id":853,"label":1365},"Typical pattern",{"id":856,"label":1367},"Useful test",{"id":859,"data":1369,"type":568},{"text":1370,"level":47},"Why lowering textures can fix stutter without raising average FPS much",{"id":863,"data":1372,"type":544},{"text":1373},"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.",{"id":867,"data":1375,"type":544},{"text":1376},"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.",{"id":871,"data":1378,"type":544},{"text":1379},"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.",{"id":875,"data":1381,"type":568},{"text":1382,"level":47},"A practical VRAM diagnosis matrix",{"id":879,"data":1384,"type":607},{"content":1385,"stretched":910,"withHeadings":15},[1386,1390,1394,1398,1402,1406,1410],[1387,1388,1389],"Observation","What it suggests","Confidence",[1391,1392,1393],"High VRAM usage, stable frame times","Could be normal caching or stable residency","Low evidence of a problem",[1395,1396,1397],"High usage + budget pressure + repeatable stutter","Memory pressure becomes plausible","Moderate to strong",[1399,1400,1401],"Lower textures remove stutter","Memory footprint was likely involved","Strong diagnostic signal",[1403,1404,1405],"Lower textures change nothing","Look at streaming, shaders, CPU\u002FGPU timing or another cause","Moves suspicion elsewhere",[1407,1408,1409],"System-memory use rises during hitches","Possible cross-pool pressure or related memory movement","Useful correlation, not proof",[1411,1412,1413],"Stutter only on first traversal","Compilation\u002Fstreaming becomes more plausible","Needs repeated-run test",{"id":912,"data":1415,"type":568},{"text":1416,"level":47},"The “VRAM requirement” number is always workload-dependent",{"id":916,"data":1418,"type":544},{"text":1419},"There is no single universal VRAM requirement for a game independent of settings and workload.",{"id":920,"data":1421,"type":544},{"text":1422},"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.",{"id":924,"data":1424,"type":544},{"text":1425},"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.",{"id":928,"data":1427,"type":568},{"text":1428,"level":47},"Why this matters when buying a GPU",{"id":932,"data":1430,"type":544},{"text":1431},"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.",{"id":936,"data":1433,"type":544},{"text":1434},"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.",{"id":940,"data":1436,"type":544},{"text":1437},"Capacity and compute solve different constraints.",{"id":944,"data":1439,"type":568},{"text":1440,"level":47},"What would change this answer?",{"id":948,"data":1442,"type":544},{"text":1443},"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.",{"id":952,"data":1445,"type":544},{"text":1446},"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.",{"id":956,"data":1448,"type":568},{"text":1449,"level":47},"Limitations",{"id":960,"data":1451,"type":544},{"text":1452},"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.",{"id":964,"data":1454,"type":544},{"text":1455},"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.",{"id":968,"data":1457,"type":568},{"text":1458,"level":47},"Conclusion",{"id":972,"data":1460,"type":544},{"text":1461},"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.",{"id":976,"data":1463,"type":544},{"text":1464},"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":1466,"type":568},{"text":1467,"level":47},"FAQ",{"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",[1497,1500,1503,1505,1508,1511,1513],{"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":1174,"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":1506,"anchor":1034,"definition":1507},"Working set","The resources actively needed by the game for its current workload.",{"term":1509,"anchor":1038,"definition":1510},"Eviction","Removing a resource from active residency so memory can be used for other resources.",{"term":656,"anchor":1041,"definition":1512},"A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.",{"term":1044,"anchor":1045,"definition":1514},"A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.",{"id":1048,"data":1516,"type":568},{"text":1517,"level":47},"Primary sources",{"id":1052,"data":1519,"type":1059},{"link":1054,"meta":1520},{"image":1521,"title":1057,"description":1522},{"url":13},"Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.",{"id":1061,"data":1524,"type":1059},{"link":1063,"meta":1525},{"image":1526,"title":1066,"description":1527},{"url":13},"Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.",{"id":1069,"data":1529,"type":1059},{"link":1071,"meta":1530},{"image":1531,"title":1074,"description":1532},{"url":13},"Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.",{"id":1077,"data":1534,"type":1059},{"link":1079,"meta":1535},{"image":1536,"title":1082,"description":1537},{"url":13},"Official API documentation describing paging resources into the appropriate memory pool and managing residency.",{"id":1085,"data":1539,"type":1059},{"link":1087,"meta":1540},{"image":1541,"title":1090,"description":1542},{"url":13},"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":1546,"excerpt":1093},{"time":538,"blocks":1547,"version":1092},[1548,1550,1552,1554,1556,1558,1560,1562,1564,1577,1579,1581,1583,1585,1587,1589,1591,1593,1595,1604,1606,1608,1610,1612,1614,1616,1618,1620,1622,1624,1626,1628,1630,1632,1634,1636,1638,1640,1642,1644,1646,1656,1658,1660,1662,1664,1666,1668,1670,1684,1686,1688,1690,1692,1694,1704,1706,1708,1710,1712,1714,1716,1718,1720,1722,1724,1726,1728,1730,1732,1734,1736,1738,1740,1749,1751,1761,1763,1767,1771,1775,1779],{"id":541,"data":1549,"type":544},{"text":543},{"id":546,"data":1551,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1553,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1555,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1557,"type":568},{"text":567,"level":47},{"id":570,"data":1559,"type":544},{"text":572},{"id":574,"data":1561,"type":544},{"text":576},{"id":578,"data":1563,"type":544},{"text":580},{"id":582,"data":1565,"type":618},{"rows":1566,"title":606,"layout":607,"columns":1573},[1567,1569,1571],{"id":586,"label":587,"values":1568},{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":594,"values":1570},{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":601,"values":1572},{"changes":603,"meaning":604,"mistake":605},[1574,1575,1576],{"id":610,"label":611},{"id":613,"label":614},{"id":616,"label":617},{"id":620,"data":1578,"type":568},{"text":622,"level":47},{"id":624,"data":1580,"type":544},{"text":626},{"id":628,"data":1582,"type":544},{"text":630},{"id":632,"data":1584,"type":551},{"body":634,"title":635,"variant":636},{"id":638,"data":1586,"type":568},{"text":640,"level":47},{"id":642,"data":1588,"type":544},{"text":644},{"id":646,"data":1590,"type":544},{"text":648},{"id":650,"data":1592,"type":544},{"text":652},{"id":654,"data":1594,"type":568},{"text":656,"level":47},{"id":658,"data":1596,"type":681},{"steps":1597,"title":679,"orientation":680},[1598,1599,1600,1601,1602,1603],{"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":1605,"type":568},{"text":685,"level":47},{"id":687,"data":1607,"type":544},{"text":689},{"id":691,"data":1609,"type":544},{"text":693},{"id":695,"data":1611,"type":544},{"text":697},{"id":699,"data":1613,"type":568},{"text":701,"level":47},{"id":703,"data":1615,"type":544},{"text":705},{"id":707,"data":1617,"type":544},{"text":709},{"id":711,"data":1619,"type":544},{"text":713},{"id":715,"data":1621,"type":568},{"text":717,"level":47},{"id":719,"data":1623,"type":544},{"text":721},{"id":723,"data":1625,"type":544},{"text":725},{"id":727,"data":1627,"type":551},{"body":729,"title":730,"variant":731},{"id":733,"data":1629,"type":568},{"text":735,"level":47},{"id":737,"data":1631,"type":544},{"text":739},{"id":741,"data":1633,"type":544},{"text":743},{"id":745,"data":1635,"type":544},{"text":747},{"id":749,"data":1637,"type":568},{"text":751,"level":47},{"id":753,"data":1639,"type":544},{"text":755},{"id":757,"data":1641,"type":544},{"text":759},{"id":761,"data":1643,"type":544},{"text":763},{"id":765,"data":1645,"type":568},{"text":767,"level":47},{"id":769,"data":1647,"type":681},{"steps":1648,"title":793,"orientation":680},[1649,1650,1651,1652,1653,1654,1655],{"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":1657,"type":568},{"text":797,"level":47},{"id":799,"data":1659,"type":544},{"text":801},{"id":803,"data":1661,"type":544},{"text":805},{"id":807,"data":1663,"type":544},{"text":809},{"id":811,"data":1665,"type":568},{"text":813,"level":47},{"id":815,"data":1667,"type":544},{"text":817},{"id":819,"data":1669,"type":544},{"text":821},{"id":823,"data":1671,"type":618},{"rows":1672,"title":850,"layout":607,"columns":1681},[1673,1675,1677,1679],{"id":827,"label":828,"values":1674},{"test":830,"pattern":831},{"id":833,"label":834,"values":1676},{"test":836,"pattern":837},{"id":839,"label":840,"values":1678},{"test":842,"pattern":843},{"id":845,"label":846,"values":1680},{"test":848,"pattern":849},[1682,1683],{"id":853,"label":854},{"id":856,"label":857},{"id":859,"data":1685,"type":568},{"text":861,"level":47},{"id":863,"data":1687,"type":544},{"text":865},{"id":867,"data":1689,"type":544},{"text":869},{"id":871,"data":1691,"type":544},{"text":873},{"id":875,"data":1693,"type":568},{"text":877,"level":47},{"id":879,"data":1695,"type":607},{"content":1696,"stretched":910,"withHeadings":15},[1697,1698,1699,1700,1701,1702,1703],[883,884,885],[887,888,889],[891,892,893],[895,896,897],[899,900,901],[903,904,905],[907,908,909],{"id":912,"data":1705,"type":568},{"text":914,"level":47},{"id":916,"data":1707,"type":544},{"text":918},{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Ovaj vodič objašnjava šta zapravo rade SSD, DirectStorage, CPU, GPU i sam engine igre.","\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":1794,"slug":1795,"title":1796,"excerpt":1797,"featuredImage":14,"publishedAt":1798},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Skladištenje i strimovanje: Smanjite vreme učitavanja bez stvaranja seckanja","Brzo skladištenje pomaže samo kada je ponašanje strimovanja stabilno. Ovaj vodič objašnjava kako IO utiče na seckanje i šta prvo promeniti.","2026-02-19T11:00:00.000Z",{"id":1800,"slug":1801,"title":1802,"excerpt":1803,"featuredImage":14,"publishedAt":1804},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader stutter: Zašto prva pokretanja koče i kako ga smanjiti","Seckanje zbog šejdera se dešava kada se novi efekti kompajliraju u realnom vremenu. Naučite kako da ga brzo identifikujete i praktične načine da smanjite zastoje bez placebo podešavanja.","2026-02-20T23:40:00.000Z",{"id":1806,"slug":1807,"title":1808,"excerpt":1809,"featuredImage":1810,"publishedAt":1811},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Zašto se PC igre seckaju prilikom kompajliranja šejdera — i kako napredna isporuka šejdera to menja","Do zastojâ u rada šadera dolazi kada PC igra mora da kompajlira GPU programe u pogrešnom trenutku. Microsoft Advanced Shader Delivery premešta veliki deo tog posla sa igračevog računara tako što unapred priprema šadere prilagođene hardveru i isporučuje ih uz igru.","\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":1813,"slug":1814,"title":1815,"excerpt":1816,"featuredImage":14,"publishedAt":1817},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","Rešenja za seckanje pri strimovanju sa skladišta: Kada aseti ne mogu da isprate","Zastajkivanje pri strimovanju se dešava kada se učitavaju nove oblasti: ograničenja skladišta, dekompresije ili strimovanja aseta. Koristite ovaj redosled rešenja pre nego što smanjite svako grafičko podešavanje.","2026-02-20T21:00:00.000Z",{"id":1819,"slug":1820,"title":1821,"excerpt":1822,"featuredImage":1823,"publishedAt":1824},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Zašto 120 FPS i dalje može da se oseća loše: Objašnjenje vremena kadra, 1% najnižih vrednosti i seckanja","Igra može da prijavi 120, 144 ili čak 200 FPS i dalje da se oseća neujednačeno. Ovaj vodič objašnjava zašto prosečan FPS može da sakrije lošu isporuku kadrova, kako vreme kadra i 1% najnižih vrednosti otkrivaju seckanje i kako da dijagnostikujete da li CPU, GPU ili neki drugi deo procesa izaziva problem.","\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":1826,"slug":1827,"title":1828,"excerpt":1829,"featuredImage":14,"publishedAt":1830},"177","ssd-and-streaming-stutter-when-storage-limits-cause-frametime-spikes","SSD i seckanje pri strimovanju: Kada ograničenja skladišta uzrokuju skokove u vremenu iscrtavanja kadrova","Seckanje pri strimovanju je učitavanje aseta: skladištenje, dekompresija i pritisak na memoriju. Koristite ovu kontrolnu listu da identifikujete skokove ograničene skladištem i popravite ih redom.","2026-02-20T15:00:00.000Z",{"id":1832,"slug":1833,"title":1834,"excerpt":1835,"featuredImage":1836,"publishedAt":1837},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","Smanjili ste grafička podešavanja, ali FPS se nije poboljšao? Verovatno podešavate pogrešno usko grlo","Smanjujete senke, efekte i rezoluciju, ali FPS se jedva menja. Ovaj vodič objašnjava zašto grafička podešavanja pomažu samo kada smanjuju opterećenje koje zapravo ograničava frejm—i kako prepoznati uska grla procesora, grafičke kartice, memorije, strimovanja i ograničenja frejma.","\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":1839,"slug":1840,"title":1841,"excerpt":1842,"featuredImage":14,"publishedAt":1817},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","Realnost keša šejdera: Šta popravlja, šta ne i zašto se seckanje vraća","Keš šejdera može smanjiti ponavljajuće seckanje usled kompilacije, ali neće rešiti CPU skokove ili zastoje pri strimovanju. Saznajte šta on zapravo radi i kako da ga pravilno testirate.",{"id":1844,"slug":1845,"title":1846,"excerpt":1847,"featuredImage":14,"publishedAt":1804},"238","streaming-stutter-storage-decompression-and-the-hitch-pattern","Striming seckanje: Skladištenje, dekompresija i obrazac zastoja","Streaming stutter je učitavanje resursa: nove oblasti, nove teksture, povremeni zastoji. Naučite obrazac, šta prvo promeniti i koje nadogradnje zapravo pomažu.",{"id":1849,"slug":1850,"title":1851,"excerpt":1852,"featuredImage":14,"publishedAt":1798},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","CPU seckanje vs GPU seckanje vs Shader seckanje: Kako da prepoznate šta imate","Nije svako seckanje isto. Naučite tri uobičajena tipa seckanja, kakav je osećaj kod njih i najbrži način da ih dijagnostikujete pre nego što promenite podešavanja.",{"id":1854,"slug":1855,"title":1856,"excerpt":1857,"featuredImage":1858,"publishedAt":1859},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression nije nadogradnja: Kako AI može da razmeni memoriju tekstura za GPU računanje","NVIDIA RTX Neural Texture Compression menja način na koji se materijali u igrama mogu čuvati. Umesto da se svaki kanal teksture čuva samo kao konvencionalni tekseli, materijal može biti komprimovan u kompaktne latentne podatke i mali neuronski dekoder, a zatim rekonstruisan od strane GPU-a kada je potrebno.","\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",[],[]]