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reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":532,"message":1788},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1092,"featuredImage":1093,"featuredImageAlt":1094,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":910,"status":1095,"publishedAt":1096,"createdAt":1097,"updatedAt":1098,"seoLocalePaths":1099,"categories":1108,"author":1129,"translations":1133},"441","显存使用量不等于显存需求量：为什么显存占用满并不代表全部真相","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","\u003Cp>在8 GB显卡上看到7.8 GB已使用，可能看起来像是游戏“显存耗尽”的证据。但事情没那么简单。现代图形API、驱动程序和操作系统通过预算、驻留和多个内存池来管理显存。高分配或使用量数字可能是正常的，而较低的数字仍可能隐藏着真正的内存压力问题。\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\">直接回答\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>显存使用量并不等同于显存需求量。\u003C\u002Fstrong>关键在于游戏能否在可用内存预算内保持其所需资源驻留，而不会反复驱逐、分页或出现其他停顿。显存图表接近满载可能是健康的；压力下不稳定的驻留可能在简单计数器达到显卡标称容量之前就导致卡顿。\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\">本文使用的模型\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">下面的显存压力阶梯和驻留稳定性测试是实用的Figure Rocks诊断模型。它们不是微软或NVIDIA的正式术语。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"目录\">\u003Cstrong class=\"editorjs-toc__title\">目录\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\">三个经常被混淆的数字：容量、预算和使用量\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-10\" class=\"editorjs-toc__link\">已分配内存并不自动等于游戏离不开的内存\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-14\" class=\"editorjs-toc__link\">驻留的实际含义\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-18\" class=\"editorjs-toc__link\">显存压力阶梯\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">为什么纹理是人们首先归咎的设置\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">专用显存和系统内存是不同的内存池\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">共享 GPU 内存不会把 8 GB 显卡变成 24 GB 显卡\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">为什么显存读数达到 100% 之前游戏就可能卡顿\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">为什么报告使用率达到 100% 时仍可能流畅\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">驻留稳定性测试\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">帧时间相关性比峰值数字更重要\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">内存压力和资产流式传输可能看起来相似\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">为什么降低纹理可以在不显著提高平均FPS的情况下修复卡顿\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">实用的VRAM诊断矩阵\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">“显存需求”数字始终取决于工作负载\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-60\" class=\"editorjs-toc__link\">为什么这在购买 GPU 时很重要\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">什么会改变这个答案？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">局限性\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-70\" class=\"editorjs-toc__link\">结论\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">常见问题\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">术语表\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">主要来源\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">三个经常被混淆的数字：容量、预算和使用量\u003C\u002Fh2>\n\u003Cp>显卡上印的数字是物理显存容量。Windows和图形驱动程序还会暴露一个内存预算：进程在那一刻可以合理保持驻留的内存量。然后应用程序用纹理、渲染目标、缓冲区、加速结构和其他GPU资源消耗该预算的一部分。\u003C\u002Fp>\n\u003Cp>微软的Direct3D 12驻留文档指出，可用显存预算会随着后台进程唤醒和休眠或应用程序之间焦点切换而波动。这意味着游戏可用的实际内存并不总是等于GPU标签上的固定数字。\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems在Windows上通过将GPU显存使用量与内存预算一起绘制，直接展示了这种区别。\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">容量 vs 预算 vs 使用量\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\">含义\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\">游戏过程中会变化吗？\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\">常见错误\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\">物理显存容量\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\">驻留预算\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\">当前使用量\u002F分配量\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\">已分配内存并不自动等于游戏离不开的内存\u003C\u002Fh2>\n\u003Cp>游戏可以保持资源可用，因为未使用的显存本身价值不大。游戏可能会缓存纹理、几何体或临时资源，以便在需要时准备好。\u003C\u002Fp>\n\u003Cp>这就是为什么“我的游戏几乎用满了所有显存”本身并不是诊断。有用的问题是工作集是否在预算内保持稳定，以及系统是否必须反复移动或重新创建资源。\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\">更好的问题\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">不要只问\u003Cstrong>“用了多少显存？”\u003C\u002Fstrong>要问\u003Cstrong>“游戏是否处于驻留压力下，这种压力是否与慢帧相关？”\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-14\">驻留的实际含义\u003C\u002Fh2>\n\u003Cp>微软将资源定义为当GPU可访问时即为驻留。Direct3D 12应用程序必须管理其GPU可访问资源与当前驻留预算之间的关系。\u003C\u002Fp>\n\u003Cp>当压力上升时，资源可能从快速访问驻留中被驱逐。微软指出，在独立GPU上，内核可以将一些堆从显存移到系统内存作为极端回退，但应用程序应保持在预算内，而不是依赖超预算行为。\u003C\u002Fp>\n\u003Cp>实际后果是，性能问题关乎移动和可用性，而不仅仅是一个条形图的视觉饱满度。\u003C\u002Fp>\n\u003Ch2 id=\"section-18\">显存压力阶梯\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">从健康使用到破坏性显存压力\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. 余量充足\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">工作集可以轻松容纳在当前预算内。\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. 占用高但稳定\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">显存使用率很高，但所需资源仍常驻，帧输出稳定。\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. 预算压力\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">游戏接近当前预算，留给额外资源或瞬时峰值的空间更少。\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. 驱逐与替换\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">随着工作集变化，资源必须被移除、重建、流式加载或移动。\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. 跨池回退\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">部分资源可能更依赖系统内存或传输，从而增加延迟和带宽压力。\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. 可见故障\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">出现卡顿、纹理延迟到达、画质降低、分配失败或不稳定。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-20\">为什么纹理是人们首先归咎的设置\u003C\u002Fh2>\n\u003Cp>纹理质量通常与内存占用有很强的关系，因为更高分辨率的纹理资源需要更多存储空间。因此，当怀疑存在显存压力时，纹理质量是一个合理的测试项。\u003C\u002Fp>\n\u003Cp>但纹理质量并不是唯一的内存消耗者。渲染目标、几何缓冲区、阴影贴图、光线追踪加速结构、帧生成或重建资源、缓存以及引擎特定的分配也会争夺内存。\u003C\u002Fp>\n\u003Cp>因此，一款游戏即使使用中等纹理也可能超出舒适的内存预算，而另一款游戏即使接近物理容量运行也可能没有可见问题，因为其常驻策略很高效。\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">专用显存和系统内存是不同的内存池\u003C\u002Fh2>\n\u003Cp>在独立显卡上，专用显存物理上附着在显卡上。系统内存位于平台的 CPU 一侧。\u003C\u002Fp>\n\u003Cp>微软的 D3D12 文档将独立适配器描述为具有独立的内存池，并警告将堆从显存移开应被视为最后手段，而不是正常的性能策略。\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems 为 GPU 显存和 WDDM 系统内存提供单独的 Windows 图表，这在诊断内存压力是否溢出设备本地内存池时非常有用。\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">共享 GPU 内存不会把 8 GB 显卡变成 24 GB 显卡\u003C\u002Fh2>\n\u003Cp>Windows 可以将系统内存暴露给图形工作负载，但这并不意味着系统内存等同于专用显存。\u003C\u002Fp>\n\u003Cp>这两个内存池在物理位置、访问路径、延迟和带宽方面都不同。必须依赖主机内存的图形工作负载，与活动资源仍留在设备本地内存中的工作负载，处境并不相同。\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\">任务管理器中的总量可能具有误导性\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">将“专用 GPU 内存”和“共享 GPU 内存”相加得到的是一个可寻址总量，而不是一个具有统一性能特征的内存池。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-32\">为什么显存读数达到 100% 之前游戏就可能卡顿\u003C\u002Fh2>\n\u003Cp>常驻预算可能低于物理容量，并且可能在游戏运行时发生变化。后台 GPU 应用程序、覆盖层、浏览器、捕获工具或其他进程都可能改变游戏可用的内存量。\u003C\u002Fp>\n\u003Cp>这意味着，在内存压力变得相关之前，游戏不必显示为正好 8.0 GB 中的 8.0 GB。\u003C\u002Fp>\n\u003Cp>微软明确指出，预算可能会波动，超出预算可能导致进程被间歇性冻结以便其他应用程序运行，或导致资源创建失败。\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">为什么报告使用率达到 100% 时仍可能流畅\u003C\u002Fh2>\n\u003Cp>反过来也是可能的。游戏或驱动程序可以积极地保留或保留内存，同时仍保持工作集健康。\u003C\u002Fp>\n\u003Cp>如果帧时间保持稳定，纹理流式传输行为正常，并且游戏保持在其有效驻留预算内，那么高数值可能只是表明可用内存正在被有效利用。\u003C\u002Fp>\n\u003Cp>看起来满的图表是调查的信号，而不是结论。\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">驻留稳定性测试\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">检查VRAM是否真的导致了问题\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. 重现卡顿\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用相同的位置、摄像机移动或遍历路径，以便内存行为具有可比性。\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. 记录帧时间\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">准确识别慢帧发生的时间，而不是依赖平均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. 观察VRAM使用量和预算\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">如果你的工具同时暴露两者，请将当前消耗量与可用预算进行比较。\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. 观察系统内存溢出\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">寻找主机内存增长或其他迹象，表明图形工作集不再舒适地位于设备本地。\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. 降低内存密集型设置\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">降低纹理分辨率或其他已知可减少内存占用的设置。\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. 重复相同的路线\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">有意义的改进应在相同条件下减少相同的峰值。\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. 将容量与流式传输分开\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">如果问题仅在进入新区域时出现，即使内存使用率很高，也可能涉及资产流式传输或编译。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-42\">帧时间相关性比峰值数字更重要\u003C\u002Fh2>\n\u003Cp>假设VRAM达到7.7 GB并保持二十分钟，而游戏运行流畅。仅凭这个峰值是弱证据。\u003C\u002Fp>\n\u003Cp>现在假设每次摄像机转向新区域都会导致系统内存流量上升，并产生60毫秒的帧峰值。这种相关性更有用。\u003C\u002Fp>\n\u003Cp>NVIDIA Nsight Systems包含一个Frame Health视图，专门用于显示帧中异常缓慢的操作，包括内存映射等其他原因。将时间证据与内存证据配对，远比孤立地读取一个容量图表更强大。\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">内存压力和资产流式传输可能看起来相似\u003C\u002Fh2>\n\u003Cp>从存储流式传输新区域的游戏即使有足够的VRAM也可能卡顿。处于VRAM压力下的游戏在替换驻留资源时也可能卡顿。从玩家的角度来看，两者都可能看起来像“纹理加载卡顿”。\u003C\u002Fp>\n\u003Cp>区别很重要，因为修复方法不同。降低纹理可以帮助解决内存驻留问题，但对着色器编译停滞或存储端资产解压缩可能作用不大。\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">相似的症状，不同的原因\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\">典型模式\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\">有用的测试\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\">VRAM压力\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\">资产流式传输\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\">着色器编译\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\">CPU端解压缩\u002F设置\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\">为什么降低纹理可以在不显著提高平均FPS的情况下修复卡顿\u003C\u002Fh2>\n\u003Cp>如果平均帧率由CPU或GPU计算控制，降低纹理质量可能不会显著提高平均值。\u003C\u002Fp>\n\u003Cp>但如果原始纹理集造成了驻留压力，同样的更改可以减少慢帧和遍历卡顿。\u003C\u002Fp>\n\u003Cp>这是另一个不要仅凭平均FPS来判断每个图形设置的原因。有些设置改善的是稳定性而不是吞吐量。\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">实用的VRAM诊断矩阵\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\">观察\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">它暗示了什么\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">置信度\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">高显存使用率，帧时间稳定\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">可能是正常的缓存或稳定的驻留\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">问题的证据较弱\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">高使用率 + 预算压力 + 可复现的卡顿\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">内存压力变得合理\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">中等至强\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">降低纹理消除卡顿\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">内存占用可能有关\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">强诊断信号\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">降低纹理没有任何改变\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">查看流式加载、着色器、CPU\u002FGPU 时序或其他原因\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">将怀疑转移到别处\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">卡顿时系统内存使用上升\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">可能存在跨池压力或相关的内存移动\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">有用的相关性，不是证据\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">仅在首次遍历时卡顿\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">编译\u002F流式加载变得更合理\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">需要重复运行测试\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-56\">“显存需求”数字始终取决于工作负载\u003C\u002Fh2>\n\u003Cp>对于一款游戏，不存在独立于设置和工作负载的单一通用显存需求。\u003C\u002Fp>\n\u003Cp>分辨率、纹理质量、光线追踪、关卡复杂度、模组、高分辨率资源包、帧缓冲数量和引擎行为都可能改变工作集。\u003C\u002Fp>\n\u003Cp>因此，有用的建议需要条件：分辨率、设置、游戏版本、模组状态和性能目标。没有这些条件的“这款游戏需要 12 GB”过于粗略，无法成为可靠的技术陈述。\u003C\u002Fp>\n\u003Ch2 id=\"section-60\">为什么这在购买 GPU 时很重要\u003C\u002Fh2>\n\u003Cp>显存容量不应仅通过当今的平均分配数字来评估。有用的问题是，显卡是否有足够的内存余量来应对你实际打算使用的分辨率、纹理质量、光线追踪功能和未来工作负载。\u003C\u002Fp>\n\u003Cp>同时，购买更多显存并不能弥补 GPU 计算性能不足。显卡可能拥有充足的内存，但对于目标渲染工作负载仍然太慢。\u003C\u002Fp>\n\u003Cp>容量和计算解决不同的约束。\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">什么会改变这个答案？\u003C\u002Fh2>\n\u003Cp>统一内存架构改变了物理内存拓扑，因为 CPU 和 GPU 可以更直接地共享公共池。容量与预算的区别仍然重要，但成本模型与传统独立 GPU 不同。\u003C\u002Fp>\n\u003Cp>未来的 GPU 内存系统也可能改进错误处理、压缩、流式加载或跨池访问。内存压力的确切性能损失可能会改变，但容量、活动工作集和驻留压力之间的核心区别仍然有用。\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">局限性\u003C\u002Fh2>\n\u003Cp>消费级监控工具并非都暴露相同的内存定义。“已分配”、“专用使用量”、“预算”、“已提交”和“驻留”可能指内存管理的不同层面。\u003C\u002Fp>\n\u003Cp>始终使用一种工具，并在跨系统或评测比较数字之前阅读其指标定义。\u003C\u002Fp>\n\u003Ch2 id=\"section-70\">结论\u003C\u002Fh2>\n\u003Cp>显存计量器几乎满了并不自动意味着有问题，而计量器未满也不保证安全。\u003C\u002Fp>\n\u003Cp>真正的问题是游戏的活跃资源是否在当前内存预算内保持稳定。测量帧时间，尽可能观察预算，测试内存密集型设置，并寻找可复现的相关性。显存问题关乎驻留压力和移动——而不仅仅是“已用 GPU 内存”旁边打印的数字。\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">常见问题\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\">显存使用、预算与卡顿\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\">显存占用达到100%总是坏事吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">不是。如果游戏的工作集保持驻留且帧输出稳定，高占用率报告可能是正常的。\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\">游戏是否可能在计数器达到显卡总容量之前就用尽可用显存？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">是的。有效驻留预算可能低于物理容量，并且会随着其他进程和系统条件的变化而变化。\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\">为什么降低纹理质量有时能解决卡顿，但不会提高平均帧率？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">即使平均吞吐量受限于CPU或GPU计算，纹理质量也可以减少内存压力并减少慢帧事件。\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\">共享GPU内存能弥补显存不足吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">系统内存可以被图形工作负载使用，但它与独立GPU上的设备本地显存不具有相同的性能特征。\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\">如何判断卡顿是否真的由显存引起？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">使用可重复的捕获，将帧时间尖峰与内存预算\u002F使用情况进行比较，并测试减少内存密集型设置是否能消除相同的卡顿。\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\">游戏真正需要多少显存？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">这取决于分辨率、设置、光线追踪、资源、模组和引擎行为。有用的需求应始终包含这些条件。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">术语表\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\">关键显存术语\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\">显存容量\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">显卡上安装的物理独立视频内存。\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\">驻留\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">GPU资源当前可在相关物理内存池中被GPU访问的状态。\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\">驻留预算\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">在操作系统的内存管理策略下，进程在给定时间内预期保持驻留的GPU可访问物理内存量。\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\">工作集\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">游戏当前工作负载主动需要的资源。\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\">驱逐\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">从活动驻留中移除资源，以便内存可用于其他资源。\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\">显存压力阶梯\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks模型，描述从舒适的余量到不稳定的驻留以及可见的内存相关故障的进展过程。\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\">驻留稳定性测试\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks工作流程，用于将帧时间问题与显存预算、使用量、溢出以及受控的内存设置更改相关联。\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">主要来源\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 驻留\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">微软官方文档，涵盖驻留预算、堆资源、驱逐以及压力下独立视频内存的行为。\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 — 进程驻留预算\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Windows驱动官方文档，解释WDDM进程内存预算以及应用程序如何确定驻留资源的大小。\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 — Direct3D 12 中的内存管理\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Direct3D 12内存管理以及分类-预算-流策略的官方概述。\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\">官方API文档，描述将资源分页到适当的内存池并管理驻留。\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 — 用户指南\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">NVIDIA官方文档，公开显存和WDDM系统内存使用情况、内存预算以及用于卡顿调查的帧健康分析。\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1091},1790375858231,[540,545,552,558,564,569,573,577,581,619,623,627,631,637,641,645,649,653,657,682,686,690,694,698,702,706,710,714,718,722,726,732,736,740,744,748,752,756,760,764,768,794,798,802,806,810,814,818,822,858,862,866,870,874,878,911,915,919,923,927,931,935,939,943,947,951,955,959,963,967,971,975,979,983,1012,1016,1046,1050,1059,1067,1075,1083],{"id":541,"data":542,"type":544},"intro",{"text":543},"在8 GB显卡上看到7.8 GB已使用，可能看起来像是游戏“显存耗尽”的证据。但事情没那么简单。现代图形API、驱动程序和操作系统通过预算、驻留和多个内存池来管理显存。高分配或使用量数字可能是正常的，而较低的数字仍可能隐藏着真正的内存压力问题。","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>显存使用量并不等同于显存需求量。\u003C\u002Fstrong>关键在于游戏能否在可用内存预算内保持其所需资源驻留，而不会反复驱逐、分页或出现其他停顿。显存图表接近满载可能是健康的；压力下不稳定的驻留可能在简单计数器达到显卡标称容量之前就导致卡顿。","直接回答","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"下面的显存压力阶梯和驻留稳定性测试是实用的Figure Rocks诊断模型。它们不是微软或NVIDIA的正式术语。","本文使用的模型","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"目录",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-three",{"text":567,"level":47},"三个经常被混淆的数字：容量、预算和使用量","header",{"id":570,"data":571,"type":544},"p-three-1",{"text":572},"显卡上印的数字是物理显存容量。Windows和图形驱动程序还会暴露一个内存预算：进程在那一刻可以合理保持驻留的内存量。然后应用程序用纹理、渲染目标、缓冲区、加速结构和其他GPU资源消耗该预算的一部分。",{"id":574,"data":575,"type":544},"p-three-2",{"text":576},"微软的Direct3D 12驻留文档指出，可用显存预算会随着后台进程唤醒和休眠或应用程序之间焦点切换而波动。这意味着游戏可用的实际内存并不总是等于GPU标签上的固定数字。",{"id":578,"data":579,"type":544},"p-three-3",{"text":580},"NVIDIA Nsight Systems在Windows上通过将GPU显存使用量与内存预算一起绘制，直接展示了这种区别。",{"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","物理显存容量",{"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","驻留预算",{"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","当前使用量\u002F分配量",{"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","容量 vs 预算 vs 使用量","table",[609,612,615],{"id":610,"label":611},"meaning","含义",{"id":613,"label":614},"changes","游戏过程中会变化吗？",{"id":616,"label":617},"mistake","常见错误","comparison",{"id":620,"data":621,"type":568},"h-alloc",{"text":622,"level":47},"已分配内存并不自动等于游戏离不开的内存",{"id":624,"data":625,"type":544},"p-alloc-1",{"text":626},"游戏可以保持资源可用，因为未使用的显存本身价值不大。游戏可能会缓存纹理、几何体或临时资源，以便在需要时准备好。",{"id":628,"data":629,"type":544},"p-alloc-2",{"text":630},"这就是为什么“我的游戏几乎用满了所有显存”本身并不是诊断。有用的问题是工作集是否在预算内保持稳定，以及系统是否必须反复移动或重新创建资源。",{"id":632,"data":633,"type":551},"better-question",{"body":634,"title":635,"variant":636},"不要只问\u003Cstrong>“用了多少显存？”\u003C\u002Fstrong>要问\u003Cstrong>“游戏是否处于驻留压力下，这种压力是否与慢帧相关？”\u003C\u002Fstrong>","更好的问题","success",{"id":638,"data":639,"type":568},"h-residency",{"text":640,"level":47},"驻留的实际含义",{"id":642,"data":643,"type":544},"p-res-1",{"text":644},"微软将资源定义为当GPU可访问时即为驻留。Direct3D 12应用程序必须管理其GPU可访问资源与当前驻留预算之间的关系。",{"id":646,"data":647,"type":544},"p-res-2",{"text":648},"当压力上升时，资源可能从快速访问驻留中被驱逐。微软指出，在独立GPU上，内核可以将一些堆从显存移到系统内存作为极端回退，但应用程序应保持在预算内，而不是依赖超预算行为。",{"id":650,"data":651,"type":544},"p-res-3",{"text":652},"实际后果是，性能问题关乎移动和可用性，而不仅仅是一个条形图的视觉饱满度。",{"id":654,"data":655,"type":568},"h-ladder",{"text":656,"level":47},"显存压力阶梯",{"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. 余量充足","工作集可以轻松容纳在当前预算内。",{"label":665,"description":666},"2. 占用高但稳定","显存使用率很高，但所需资源仍常驻，帧输出稳定。",{"label":668,"description":669},"3. 预算压力","游戏接近当前预算，留给额外资源或瞬时峰值的空间更少。",{"label":671,"description":672},"4. 驱逐与替换","随着工作集变化，资源必须被移除、重建、流式加载或移动。",{"label":674,"description":675},"5. 跨池回退","部分资源可能更依赖系统内存或传输，从而增加延迟和带宽压力。",{"label":677,"description":678},"6. 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内存系统也可能改进错误处理、压缩、流式加载或跨池访问。内存压力的确切性能损失可能会改变，但容量、活动工作集和驻留压力之间的核心区别仍然有用。",{"id":956,"data":957,"type":568},"h-limit",{"text":958,"level":47},"局限性",{"id":960,"data":961,"type":544},"p-limit-1",{"text":962},"消费级监控工具并非都暴露相同的内存定义。“已分配”、“专用使用量”、“预算”、“已提交”和“驻留”可能指内存管理的不同层面。",{"id":964,"data":965,"type":544},"p-limit-2",{"text":966},"始终使用一种工具，并在跨系统或评测比较数字之前阅读其指标定义。",{"id":968,"data":969,"type":568},"h-conclusion",{"text":970,"level":47},"结论",{"id":972,"data":973,"type":544},"p-conc-1",{"text":974},"显存计量器几乎满了并不自动意味着有问题，而计量器未满也不保证安全。",{"id":976,"data":977,"type":544},"p-conc-2",{"text":978},"真正的问题是游戏的活跃资源是否在当前内存预算内保持稳定。测量帧时间，尽可能观察预算，测试内存密集型设置，并寻找可复现的相关性。显存问题关乎驻留压力和移动——而不仅仅是“已用 GPU 内存”旁边打印的数字。",{"id":980,"data":981,"type":568},"h-faq",{"text":982,"level":47},"常见问题",{"id":984,"data":985,"type":984},"faq",{"items":986,"title":1011},[987,991,995,999,1003,1007],{"id":988,"answer":989,"question":990},"faq1","不是。如果游戏的工作集保持驻留且帧输出稳定，高占用率报告可能是正常的。","显存占用达到100%总是坏事吗？",{"id":992,"answer":993,"question":994},"faq2","是的。有效驻留预算可能低于物理容量，并且会随着其他进程和系统条件的变化而变化。","游戏是否可能在计数器达到显卡总容量之前就用尽可用显存？",{"id":996,"answer":997,"question":998},"faq3","即使平均吞吐量受限于CPU或GPU计算，纹理质量也可以减少内存压力并减少慢帧事件。","为什么降低纹理质量有时能解决卡顿，但不会提高平均帧率？",{"id":1000,"answer":1001,"question":1002},"faq4","系统内存可以被图形工作负载使用，但它与独立GPU上的设备本地显存不具有相同的性能特征。","共享GPU内存能弥补显存不足吗？",{"id":1004,"answer":1005,"question":1006},"faq5","使用可重复的捕获，将帧时间尖峰与内存预算\u002F使用情况进行比较，并测试减少内存密集型设置是否能消除相同的卡顿。","如何判断卡顿是否真的由显存引起？",{"id":1008,"answer":1009,"question":1010},"faq6","这取决于分辨率、设置、光线追踪、资源、模组和引擎行为。有用的需求应始终包含这些条件。","游戏真正需要多少显存？","显存使用、预算与卡顿",{"id":1013,"data":1014,"type":568},"h-glossary",{"text":1015,"level":47},"术语表",{"id":1017,"data":1018,"type":1017},"glossary",{"title":1019,"entries":1020},"关键显存术语",[1021,1025,1029,1032,1036,1040,1043],{"term":1022,"anchor":1023,"definition":1024},"显存容量","vram-capacity","显卡上安装的物理独立视频内存。",{"term":1026,"anchor":1027,"definition":1028},"驻留","residency","GPU资源当前可在相关物理内存池中被GPU访问的状态。",{"term":594,"anchor":1030,"definition":1031},"residency-budget","在操作系统的内存管理策略下，进程在给定时间内预期保持驻留的GPU可访问物理内存量。",{"term":1033,"anchor":1034,"definition":1035},"工作集","working-set","游戏当前工作负载主动需要的资源。",{"term":1037,"anchor":1038,"definition":1039},"驱逐","eviction","从活动驻留中移除资源，以便内存可用于其他资源。",{"term":656,"anchor":1041,"definition":1042},"vram-pressure-ladder","Figure Rocks模型，描述从舒适的余量到不稳定的驻留以及可见的内存相关故障的进展过程。",{"term":767,"anchor":1044,"definition":1045},"residency-stability-test","Figure Rocks工作流程，用于将帧时间问题与显存预算、使用量、溢出以及受控的内存设置更改相关联。",{"id":1047,"data":1048,"type":568},"h-sources",{"text":1049,"level":47},"主要来源",{"id":1051,"data":1052,"type":1058},"src-ms-residency",{"link":1053,"meta":1054},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency",{"image":1055,"title":1056,"description":1057},{"url":13},"Microsoft Learn — Direct3D 12 驻留","微软官方文档，涵盖驻留预算、堆资源、驱逐以及压力下独立视频内存的行为。","linkTool",{"id":1060,"data":1061,"type":1058},"src-ms-budget",{"link":1062,"meta":1063},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets",{"image":1064,"title":1065,"description":1066},{"url":13},"Microsoft Learn — 进程驻留预算","Windows驱动官方文档，解释WDDM进程内存预算以及应用程序如何确定驻留资源的大小。",{"id":1068,"data":1069,"type":1058},"src-ms-memory",{"link":1070,"meta":1071},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management",{"image":1072,"title":1073,"description":1074},{"url":13},"Microsoft Learn — Direct3D 12 中的内存管理","Direct3D 12内存管理以及分类-预算-流策略的官方概述。",{"id":1076,"data":1077,"type":1058},"src-ms-makeresident",{"link":1078,"meta":1079},"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident",{"image":1080,"title":1081,"description":1082},{"url":13},"Microsoft Learn — ID3D12Device::MakeResident","官方API文档，描述将资源分页到适当的内存池并管理驻留。",{"id":1084,"data":1085,"type":1058},"src-nvidia-nsight",{"link":1086,"meta":1087},"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F",{"image":1088,"title":1089,"description":1090},{"url":13},"NVIDIA Nsight Systems — 用户指南","NVIDIA官方文档，公开显存和WDDM系统内存使用情况、内存预算以及用于卡顿调查的帧健康分析。","2.31","在8 GB显卡上看到7.8 GB已使用，可能看起来像是游戏显存耗尽的证据。事情并没有那么简单。本指南将解释VRAM容量、驻留预算、工作集、共享内存，以及如何判断内存压力是否真的导致了卡顿。","\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":1100,"de":1101,"sr":1102,"es":1103,"fr":1104,"it":1105,"ru":1106,"zh":1107},"\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",[1109,1113,1117,1121,1125],{"id":1110,"name":1111,"slug":1112},152,"VRAM 与串流","vram-and-streaming",{"id":1114,"name":1115,"slug":1116},330,"串流与 IO 修复","streaming-and-io-fixes",{"id":1118,"name":1119,"slug":1120},63,"串流卡顿","streaming-stutter",{"id":1122,"name":1123,"slug":1124},62,"着色器卡顿","shader-stutter",{"id":1126,"name":1127,"slug":1128},328,"识别卡顿类型","identify-stutter-type",{"id":283,"login":1130,"email":1131,"displayName":1132},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1134,1550],{"lang":8,"title":1135,"content":1136,"contentJson":1137,"excerpt":1549},"VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","{\"time\":1790375269866,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"Seeing 7.8 GB used on an 8 GB graphics card can look like proof that the game has “run out of VRAM.” It is not that simple. Modern graphics APIs, drivers and operating systems manage video memory through budgets, residency and multiple memory pools. A high allocation or usage number can be normal, while a lower number can still hide a real memory-pressure problem.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>VRAM usage is not the same thing as VRAM requirement.\u003C\u002Fstrong> What matters is whether the game can keep the resources it needs resident inside the available memory budget without repeated eviction, paging or other stalls. A nearly full VRAM graph can be healthy; unstable residency under pressure can produce stutter even before a simple counter reaches the card's advertised capacity.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"model-note\",\"data\":{\"body\":\"The VRAM Pressure Ladder and Residency Stability Test below are practical Figure Rocks diagnostic models. They are not formal Microsoft or NVIDIA terminology.\",\"title\":\"The model used in this article\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-three\",\"data\":{\"text\":\"Three numbers are often confused: capacity, budget and usage\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-three-1\",\"data\":{\"text\":\"The number printed on the graphics card is physical video-memory capacity. Windows and the graphics driver also expose a memory budget: the amount a process can reasonably keep resident at that moment. The application then consumes some portion of that budget with textures, render targets, buffers, acceleration structures and other GPU resources.\"},\"type\":\"paragraph\"},{\"id\":\"p-three-2\",\"data\":{\"text\":\"Microsoft's Direct3D 12 residency documentation states that the available video-memory budget can fluctuate as background processes wake and sleep or when focus changes between applications. That means the practical memory available to a game is not always a fixed number equal to the sticker on the GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-three-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.\"},\"type\":\"paragraph\"},{\"id\":\"three-table\",\"data\":{\"rows\":[{\"id\":\"capacity\",\"label\":\"Physical VRAM capacity\",\"values\":{\"changes\":\"No\",\"meaning\":\"The card's installed discrete video memory\",\"mistake\":\"Assuming the game can always use every byte freely\"}},{\"id\":\"budget\",\"label\":\"Residency budget\",\"values\":{\"changes\":\"Yes\",\"meaning\":\"The memory amount the OS\u002Fdriver currently allows the process to keep resident efficiently\",\"mistake\":\"Treating it as identical to physical capacity\"}},{\"id\":\"usage\",\"label\":\"Current usage \u002F allocation\",\"values\":{\"changes\":\"Constantly\",\"meaning\":\"Memory currently consumed or allocated by the process\u002Ftool's accounting model\",\"mistake\":\"Treating a high number as automatic proof of exhaustion\"}}],\"title\":\"Capacity vs budget vs usage\",\"layout\":\"table\",\"columns\":[{\"id\":\"meaning\",\"label\":\"What it means\"},{\"id\":\"changes\",\"label\":\"Can it change during play?\"},{\"id\":\"mistake\",\"label\":\"Common mistake\"}]},\"type\":\"comparison\"},{\"id\":\"h-alloc\",\"data\":{\"text\":\"Allocated memory is not automatically memory the game cannot live without\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-alloc-1\",\"data\":{\"text\":\"Games can keep assets available because unused VRAM has little value by itself. A game may cache textures, geometry or temporary resources so they are ready if needed.\"},\"type\":\"paragraph\"},{\"id\":\"p-alloc-2\",\"data\":{\"text\":\"This is why “my game uses almost all my VRAM” is not, by itself, a diagnosis. The useful question is whether the working set remains stable inside the budget and whether the system must repeatedly move or recreate resources.\"},\"type\":\"paragraph\"},{\"id\":\"better-question\",\"data\":{\"body\":\"Do not ask only \u003Cstrong>“How much VRAM is used?”\u003C\u002Fstrong> Ask \u003Cstrong>“Is the game under residency pressure, and does that pressure correlate with slow frames?”\u003C\u002Fstrong>\",\"title\":\"The better question\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-residency\",\"data\":{\"text\":\"What residency actually means\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-res-1\",\"data\":{\"text\":\"Microsoft defines a resource as resident when it is accessible by the GPU. Direct3D 12 applications have to manage the relationship between their GPU-accessible resources and the current residency budget.\"},\"type\":\"paragraph\"},{\"id\":\"p-res-2\",\"data\":{\"text\":\"When pressure rises, resources can be evicted from fast-access residency. Microsoft notes that on discrete GPUs the kernel can move some heaps from video memory toward system memory as an extreme fallback, but applications are expected to stay within budget rather than rely on over-budget behavior.\"},\"type\":\"paragraph\"},{\"id\":\"p-res-3\",\"data\":{\"text\":\"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.\"},\"type\":\"paragraph\"},{\"id\":\"h-ladder\",\"data\":{\"text\":\"The VRAM Pressure Ladder\",\"level\":2},\"type\":\"header\"},{\"id\":\"pressure-ladder\",\"data\":{\"steps\":[{\"label\":\"1. Headroom\",\"description\":\"The working set fits comfortably inside the current budget.\"},{\"label\":\"2. High but stable residency\",\"description\":\"VRAM usage is high, but required resources remain resident and frame delivery is stable.\"},{\"label\":\"3. Budget pressure\",\"description\":\"The game approaches the current budget and has less room for additional resources or transient spikes.\"},{\"label\":\"4. Eviction and replacement\",\"description\":\"Resources must be removed, recreated, streamed or moved as the working set changes.\"},{\"label\":\"5. Cross-pool fallback\",\"description\":\"Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.\"},{\"label\":\"6. Visible failure\",\"description\":\"Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.\"}],\"title\":\"From healthy usage to disruptive memory pressure\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-textures\",\"data\":{\"text\":\"Why textures are the first setting people blame\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-tex-1\",\"data\":{\"text\":\"Texture quality often has a strong relationship with memory footprint because higher-resolution texture assets require more storage. That makes texture quality a sensible test when VRAM pressure is suspected.\"},\"type\":\"paragraph\"},{\"id\":\"p-tex-2\",\"data\":{\"text\":\"But texture quality is not the only consumer. Render targets, geometry buffers, shadow maps, ray-tracing acceleration structures, frame-generation or reconstruction resources, caches and engine-specific allocations also compete for memory.\"},\"type\":\"paragraph\"},{\"id\":\"p-tex-3\",\"data\":{\"text\":\"So a game can exceed a comfortable memory budget even with moderate textures, and another game can run near physical capacity without visible trouble because its residency strategy is efficient.\"},\"type\":\"paragraph\"},{\"id\":\"h-pools\",\"data\":{\"text\":\"Dedicated VRAM and system memory are different pools\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-pool-1\",\"data\":{\"text\":\"On a discrete GPU, dedicated VRAM is physically attached to the graphics card. System RAM sits on the CPU side of the platform.\"},\"type\":\"paragraph\"},{\"id\":\"p-pool-2\",\"data\":{\"text\":\"Microsoft's D3D12 documentation describes discrete adapters as having separate memory pools and warns that shifting heaps away from video memory should be treated as a last resort rather than a normal performance strategy.\"},\"type\":\"paragraph\"},{\"id\":\"p-pool-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems exposes separate Windows graphs for GPU VRAM and WDDM system memory, which is useful when diagnosing whether memory pressure is spilling beyond the device-local pool.\"},\"type\":\"paragraph\"},{\"id\":\"h-shared\",\"data\":{\"text\":\"Shared GPU memory does not turn an 8 GB card into a 24 GB card\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-shared-1\",\"data\":{\"text\":\"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.\"},\"type\":\"paragraph\"},{\"id\":\"p-shared-2\",\"data\":{\"text\":\"The two pools differ in physical location, access path, latency and bandwidth. A graphics workload that has to rely on host memory is not in the same situation as one whose active resources remain in device-local memory.\"},\"type\":\"paragraph\"},{\"id\":\"shared-warning\",\"data\":{\"body\":\"Adding “Dedicated GPU memory” and “Shared GPU memory” produces an addressable total, not a pool with uniform performance characteristics.\",\"title\":\"Task Manager totals can be misleading\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-before100\",\"data\":{\"text\":\"Why a game can stutter before VRAM reads 100%\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-before-1\",\"data\":{\"text\":\"The residency budget can be lower than the physical capacity, and it can change while the game is running. Background GPU applications, overlays, browsers, capture tools or another process can alter the amount of memory available to the game.\"},\"type\":\"paragraph\"},{\"id\":\"p-before-2\",\"data\":{\"text\":\"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.\"},\"type\":\"paragraph\"},{\"id\":\"p-before-3\",\"data\":{\"text\":\"Microsoft explicitly notes that the budget can fluctuate and that going over budget can cause a process to be intermittently frozen so other applications can run, or cause resource creation to fail.\"},\"type\":\"paragraph\"},{\"id\":\"h-fullsmooth\",\"data\":{\"text\":\"Why 100% reported usage can still be smooth\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-full-1\",\"data\":{\"text\":\"The reverse is also possible. A game or driver can reserve or retain memory aggressively while still keeping the working set healthy.\"},\"type\":\"paragraph\"},{\"id\":\"p-full-2\",\"data\":{\"text\":\"If frame times remain stable, texture streaming behaves normally and the game stays within its effective residency budget, the high number may simply indicate that available memory is being used productively.\"},\"type\":\"paragraph\"},{\"id\":\"p-full-3\",\"data\":{\"text\":\"A full-looking graph is a signal to investigate, not a verdict.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The Residency Stability Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"residency-test\",\"data\":{\"steps\":[{\"label\":\"1. Reproduce the stutter\",\"description\":\"Use the same location, camera movement or traversal path so memory behavior is comparable.\"},{\"label\":\"2. Record frame time\",\"description\":\"Identify exactly when the slow frames occur instead of relying on average FPS.\"},{\"label\":\"3. Watch VRAM usage and budget\",\"description\":\"If your tool exposes both, compare current consumption with the available budget.\"},{\"label\":\"4. Watch system-memory spillover\",\"description\":\"Look for host-memory growth or other signs that the graphics working set is no longer comfortably device-local.\"},{\"label\":\"5. Lower a memory-heavy setting\",\"description\":\"Reduce texture resolution or another setting known to reduce memory footprint.\"},{\"label\":\"6. Repeat the same route\",\"description\":\"A meaningful improvement should reduce the same spikes under the same conditions.\"},{\"label\":\"7. Separate capacity from streaming\",\"description\":\"If the problem only occurs when entering new areas, asset streaming or compilation may be involved even if memory usage is high.\"}],\"title\":\"Check whether VRAM is actually causing the problem\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-correlation\",\"data\":{\"text\":\"Frame-time correlation matters more than the peak number\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-corr-1\",\"data\":{\"text\":\"Suppose VRAM reaches 7.7 GB and stays there for twenty minutes while the game is smooth. That peak alone is weak evidence.\"},\"type\":\"paragraph\"},{\"id\":\"p-corr-2\",\"data\":{\"text\":\"Now suppose every camera turn into a new area causes system-memory traffic to rise and produces a 60 ms frame spike. That correlation is much more useful.\"},\"type\":\"paragraph\"},{\"id\":\"p-corr-3\",\"data\":{\"text\":\"NVIDIA Nsight Systems includes a Frame Health view specifically intended to surface unusually slow actions in frames, including memory mapping among other causes. Pairing timing evidence with memory evidence is far stronger than reading one capacity graph in isolation.\"},\"type\":\"paragraph\"},{\"id\":\"h-streaming\",\"data\":{\"text\":\"Memory pressure and asset streaming can look similar\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-stream-1\",\"data\":{\"text\":\"A game that streams a new area from storage can hitch even when it has sufficient VRAM. A game under VRAM pressure can also hitch while replacing resident resources. From the player's perspective both can look like “texture-loading stutter.”\"},\"type\":\"paragraph\"},{\"id\":\"p-stream-2\",\"data\":{\"text\":\"The difference matters because the fixes are different. Lowering textures can help a memory-residency problem but may do little for a shader-compilation stall or storage-side asset decompression.\"},\"type\":\"paragraph\"},{\"id\":\"similar-table\",\"data\":{\"rows\":[{\"id\":\"vram\",\"label\":\"VRAM pressure\",\"values\":{\"test\":\"Compare VRAM budget\u002Fusage and repeat after reducing textures or resolution-dependent buffers\",\"pattern\":\"Stutter worsens near memory budget; lower memory settings help\"}},{\"id\":\"storage\",\"label\":\"Asset streaming\",\"values\":{\"test\":\"Repeat path; compare storage activity and later passes\",\"pattern\":\"Spikes cluster around traversal into new areas\"}},{\"id\":\"shader\",\"label\":\"Shader compilation\",\"values\":{\"test\":\"Repeat identical effect or area after caches are populated\",\"pattern\":\"First encounter with an effect is worse than repeat encounters\"}},{\"id\":\"cpu\",\"label\":\"CPU-side decompression \u002F setup\",\"values\":{\"test\":\"Compare CPU\u002FGPU timing during the hitch\",\"pattern\":\"GPU may wait while CPU-side work spikes\"}}],\"title\":\"Similar symptom, different cause\",\"layout\":\"table\",\"columns\":[{\"id\":\"pattern\",\"label\":\"Typical pattern\"},{\"id\":\"test\",\"label\":\"Useful test\"}]},\"type\":\"comparison\"},{\"id\":\"h-texturefix\",\"data\":{\"text\":\"Why lowering textures can fix stutter without raising average FPS much\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-tfix-1\",\"data\":{\"text\":\"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.\"},\"type\":\"paragraph\"},{\"id\":\"p-tfix-2\",\"data\":{\"text\":\"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.\"},\"type\":\"paragraph\"},{\"id\":\"p-tfix-3\",\"data\":{\"text\":\"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.\"},\"type\":\"paragraph\"},{\"id\":\"h-matrix\",\"data\":{\"text\":\"A practical VRAM diagnosis matrix\",\"level\":2},\"type\":\"header\"},{\"id\":\"diag-matrix\",\"data\":{\"content\":[[\"Observation\",\"What it suggests\",\"Confidence\"],[\"High VRAM usage, stable frame times\",\"Could be normal caching or stable residency\",\"Low evidence of a problem\"],[\"High usage + budget pressure + repeatable stutter\",\"Memory pressure becomes plausible\",\"Moderate to strong\"],[\"Lower textures remove stutter\",\"Memory footprint was likely involved\",\"Strong diagnostic signal\"],[\"Lower textures change nothing\",\"Look at streaming, shaders, CPU\u002FGPU timing or another cause\",\"Moves suspicion elsewhere\"],[\"System-memory use rises during hitches\",\"Possible cross-pool pressure or related memory movement\",\"Useful correlation, not proof\"],[\"Stutter only on first traversal\",\"Compilation\u002Fstreaming becomes more plausible\",\"Needs repeated-run test\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"h-requirement\",\"data\":{\"text\":\"The “VRAM requirement” number is always workload-dependent\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-req-1\",\"data\":{\"text\":\"There is no single universal VRAM requirement for a game independent of settings and workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-req-2\",\"data\":{\"text\":\"Resolution, texture quality, ray tracing, level complexity, mods, high-resolution asset packs, frame-buffer count and engine behavior can all change the working set.\"},\"type\":\"paragraph\"},{\"id\":\"p-req-3\",\"data\":{\"text\":\"A useful recommendation therefore needs conditions: resolution, settings, game version, mod state and the performance target. “This game needs 12 GB” without those conditions is too coarse to be a reliable technical statement.\"},\"type\":\"paragraph\"},{\"id\":\"h-buying\",\"data\":{\"text\":\"Why this matters when buying a GPU\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-buy-1\",\"data\":{\"text\":\"VRAM capacity should not be evaluated only by today's average allocation number. The useful question is whether the card has enough memory headroom for the resolutions, texture quality, ray-tracing features and future workloads you actually intend to use.\"},\"type\":\"paragraph\"},{\"id\":\"p-buy-2\",\"data\":{\"text\":\"At the same time, buying more VRAM does not compensate for insufficient GPU compute performance. A card can have ample memory and still be too slow for the target rendering workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-buy-3\",\"data\":{\"text\":\"Capacity and compute solve different constraints.\"},\"type\":\"paragraph\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"Unified-memory architectures change the physical memory topology because CPU and GPU can share a common pool more directly. The capacity-versus-budget distinction still matters, but the cost model differs from a conventional discrete GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Future GPU memory systems may also improve faulting, compression, streaming or cross-pool access. The exact performance penalty of memory pressure can change, but the core distinction between capacity, active working set and residency pressure remains useful.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"Consumer monitoring tools do not all expose the same memory definitions. “Allocated,” “dedicated usage,” “budget,” “committed” and “resident” can refer to different layers of memory management.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"No. High reported usage can be normal if the game's working set remains resident and frame delivery is stable.\",\"question\":\"Is 100% VRAM usage always bad?\"},{\"id\":\"faq2\",\"answer\":\"Yes. The effective residency budget can be lower than physical capacity and can change as other processes and system conditions change.\",\"question\":\"Can a game run out of usable VRAM before the counter reaches the card's full capacity?\"},{\"id\":\"faq3\",\"answer\":\"Texture quality can reduce memory pressure and slow-frame events even when average throughput is limited by CPU or GPU compute.\",\"question\":\"Why does lowering textures sometimes fix stutter but not increase average FPS?\"},{\"id\":\"faq4\",\"answer\":\"System memory can be used by graphics workloads, but it does not have the same performance characteristics as device-local VRAM on a discrete GPU.\",\"question\":\"Does shared GPU memory make up for low VRAM?\"},{\"id\":\"faq5\",\"answer\":\"Use repeatable captures, compare frame-time spikes with memory budget\u002Fusage, and test whether reducing memory-heavy settings removes the same hitches.\",\"question\":\"How can I tell whether stutter is really caused by VRAM?\"},{\"id\":\"faq6\",\"answer\":\"It depends on resolution, settings, ray tracing, assets, mods and engine behavior. A useful requirement should always include those conditions.\",\"question\":\"How much VRAM does a game really need?\"}],\"title\":\"VRAM usage, budgets and stutter\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key VRAM terms\",\"entries\":[{\"term\":\"VRAM capacity\",\"anchor\":\"vram-capacity\",\"definition\":\"The physical discrete video memory installed on a graphics card.\"},{\"term\":\"Residency\",\"anchor\":\"residency\",\"definition\":\"The state in which a GPU resource is currently accessible by the GPU in the relevant physical memory pool.\"},{\"term\":\"Residency budget\",\"anchor\":\"residency-budget\",\"definition\":\"The amount of GPU-accessible physical memory a process is expected to keep resident at a given time under the operating system's memory-management policy.\"},{\"term\":\"Working set\",\"anchor\":\"working-set\",\"definition\":\"The resources actively needed by the game for its current workload.\"},{\"term\":\"Eviction\",\"anchor\":\"eviction\",\"definition\":\"Removing a resource from active residency so memory can be used for other resources.\"},{\"term\":\"VRAM Pressure Ladder\",\"anchor\":\"vram-pressure-ladder\",\"definition\":\"A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.\"},{\"term\":\"Residency Stability Test\",\"anchor\":\"residency-stability-test\",\"definition\":\"A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-ms-residency\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fresidency\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Direct3D 12 Residency\",\"description\":\"Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-budget\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows-hardware\u002Fdrivers\u002Fdisplay\u002Fprocess-residency-budgets\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Process Residency Budgets\",\"description\":\"Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-memory\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fdirect3d12\u002Fmemory-management\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — Memory Management in Direct3D 12\",\"description\":\"Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.\"}},\"type\":\"linkTool\"},{\"id\":\"src-ms-makeresident\",\"data\":{\"link\":\"https:\u002F\u002Flearn.microsoft.com\u002Fen-us\u002Fwindows\u002Fwin32\u002Fapi\u002Fd3d12\u002Fnf-d3d12-id3d12device-makeresident\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Learn — ID3D12Device::MakeResident\",\"description\":\"Official API documentation describing paging resources into the appropriate memory pool and managing residency.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-nsight\",\"data\":{\"link\":\"https:\u002F\u002Fdocs.nvidia.com\u002Fnsight-systems\u002FUserGuide\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Nsight Systems — User Guide\",\"description\":\"Official NVIDIA documentation exposing VRAM and WDDM system-memory usage, memory budgets and Frame Health analysis for stutter investigation.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1138,"blocks":1139,"version":1548},1790375269866,[1140,1143,1147,1151,1154,1157,1160,1163,1166,1186,1189,1192,1195,1199,1202,1205,1208,1211,1214,1236,1239,1242,1245,1248,1251,1254,1257,1260,1263,1266,1269,1273,1276,1279,1282,1285,1288,1291,1294,1297,1300,1325,1328,1331,1334,1337,1340,1343,1346,1367,1370,1373,1376,1379,1382,1413,1416,1419,1422,1425,1428,1431,1434,1437,1440,1443,1446,1449,1452,1455,1458,1461,1464,1467,1489,1492,1516,1519,1525,1531,1537,1542],{"id":541,"data":1141,"type":544},{"text":1142},"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":1144,"type":551},{"body":1145,"title":1146,"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":1148,"type":551},{"body":1149,"title":1150,"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":1152,"type":563},{"title":1153,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1155,"type":568},{"text":1156,"level":47},"Three numbers are often confused: capacity, budget and usage",{"id":570,"data":1158,"type":544},{"text":1159},"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":1161,"type":544},{"text":1162},"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":1164,"type":544},{"text":1165},"NVIDIA Nsight Systems exposes this distinction directly by plotting GPU VRAM usage together with the memory budget on Windows.",{"id":582,"data":1167,"type":618},{"rows":1168,"title":1178,"layout":607,"columns":1179},[1169,1172,1175],{"id":586,"label":1170,"values":1171},"Physical VRAM capacity",{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":1173,"values":1174},"Residency budget",{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":1176,"values":1177},"Current usage \u002F allocation",{"changes":603,"meaning":604,"mistake":605},"Capacity vs budget vs usage",[1180,1182,1184],{"id":610,"label":1181},"What it means",{"id":613,"label":1183},"Can it change during play?",{"id":616,"label":1185},"Common mistake",{"id":620,"data":1187,"type":568},{"text":1188,"level":47},"Allocated memory is not automatically memory the game cannot live without",{"id":624,"data":1190,"type":544},{"text":1191},"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":1193,"type":544},{"text":1194},"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":1196,"type":551},{"body":1197,"title":1198,"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":1200,"type":568},{"text":1201,"level":47},"What residency actually means",{"id":642,"data":1203,"type":544},{"text":1204},"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":1206,"type":544},{"text":1207},"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":1209,"type":544},{"text":1210},"The practical consequence is that performance problems are about movement and availability, not merely about the visual fullness of one bar.",{"id":654,"data":1212,"type":568},{"text":1213,"level":47},"The VRAM Pressure Ladder",{"id":658,"data":1215,"type":681},{"steps":1216,"title":1235,"orientation":680},[1217,1220,1223,1226,1229,1232],{"label":1218,"description":1219},"1. Headroom","The working set fits comfortably inside the current budget.",{"label":1221,"description":1222},"2. High but stable residency","VRAM usage is high, but required resources remain resident and frame delivery is stable.",{"label":1224,"description":1225},"3. Budget pressure","The game approaches the current budget and has less room for additional resources or transient spikes.",{"label":1227,"description":1228},"4. Eviction and replacement","Resources must be removed, recreated, streamed or moved as the working set changes.",{"label":1230,"description":1231},"5. Cross-pool fallback","Some resources may rely more heavily on system memory or transfers, increasing latency and bandwidth pressure.",{"label":1233,"description":1234},"6. Visible failure","Stutter, delayed texture arrival, reduced quality, allocation failure or instability appears.","From healthy usage to disruptive memory pressure",{"id":683,"data":1237,"type":568},{"text":1238,"level":47},"Why textures are the first setting people blame",{"id":687,"data":1240,"type":544},{"text":1241},"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":1243,"type":544},{"text":1244},"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":1246,"type":544},{"text":1247},"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":1249,"type":568},{"text":1250,"level":47},"Dedicated VRAM and system memory are different pools",{"id":703,"data":1252,"type":544},{"text":1253},"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":1255,"type":544},{"text":1256},"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":1258,"type":544},{"text":1259},"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":1261,"type":568},{"text":1262,"level":47},"Shared GPU memory does not turn an 8 GB card into a 24 GB card",{"id":719,"data":1264,"type":544},{"text":1265},"Windows can expose system memory to graphics workloads, but that does not make system RAM equivalent to dedicated VRAM.",{"id":723,"data":1267,"type":544},{"text":1268},"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":1270,"type":551},{"body":1271,"title":1272,"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":1274,"type":568},{"text":1275,"level":47},"Why a game can stutter before VRAM reads 100%",{"id":737,"data":1277,"type":544},{"text":1278},"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":1280,"type":544},{"text":1281},"That means a game does not need to display exactly 8.0 of 8.0 GB before memory pressure becomes relevant.",{"id":745,"data":1283,"type":544},{"text":1284},"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":1286,"type":568},{"text":1287,"level":47},"Why 100% reported usage can still be smooth",{"id":753,"data":1289,"type":544},{"text":1290},"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":1292,"type":544},{"text":1293},"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":1295,"type":544},{"text":1296},"A full-looking graph is a signal to investigate, not a verdict.",{"id":765,"data":1298,"type":568},{"text":1299,"level":47},"The Residency Stability Test",{"id":769,"data":1301,"type":681},{"steps":1302,"title":1324,"orientation":680},[1303,1306,1309,1312,1315,1318,1321],{"label":1304,"description":1305},"1. Reproduce the stutter","Use the same location, camera movement or traversal path so memory behavior is comparable.",{"label":1307,"description":1308},"2. Record frame time","Identify exactly when the slow frames occur instead of relying on average FPS.",{"label":1310,"description":1311},"3. Watch VRAM usage and budget","If your tool exposes both, compare current consumption with the available budget.",{"label":1313,"description":1314},"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":1316,"description":1317},"5. Lower a memory-heavy setting","Reduce texture resolution or another setting known to reduce memory footprint.",{"label":1319,"description":1320},"6. Repeat the same route","A meaningful improvement should reduce the same spikes under the same conditions.",{"label":1322,"description":1323},"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":1326,"type":568},{"text":1327,"level":47},"Frame-time correlation matters more than the peak number",{"id":799,"data":1329,"type":544},{"text":1330},"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":1332,"type":544},{"text":1333},"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":1335,"type":544},{"text":1336},"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":1338,"type":568},{"text":1339,"level":47},"Memory pressure and asset streaming can look similar",{"id":815,"data":1341,"type":544},{"text":1342},"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":1344,"type":544},{"text":1345},"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":1347,"type":618},{"rows":1348,"title":1361,"layout":607,"columns":1362},[1349,1352,1355,1358],{"id":827,"label":1350,"values":1351},"VRAM pressure",{"test":830,"pattern":831},{"id":833,"label":1353,"values":1354},"Asset streaming",{"test":836,"pattern":837},{"id":839,"label":1356,"values":1357},"Shader compilation",{"test":842,"pattern":843},{"id":845,"label":1359,"values":1360},"CPU-side decompression \u002F setup",{"test":848,"pattern":849},"Similar symptom, different cause",[1363,1365],{"id":853,"label":1364},"Typical pattern",{"id":856,"label":1366},"Useful test",{"id":859,"data":1368,"type":568},{"text":1369,"level":47},"Why lowering textures can fix stutter without raising average FPS much",{"id":863,"data":1371,"type":544},{"text":1372},"If the average frame rate is controlled by CPU or GPU compute, reducing texture quality may not raise the average significantly.",{"id":867,"data":1374,"type":544},{"text":1375},"But if the original texture set was creating residency pressure, the same change can reduce slow frames and traversal hitches.",{"id":871,"data":1377,"type":544},{"text":1378},"This is another reason not to judge every graphics setting only by average FPS. Some settings improve consistency rather than throughput.",{"id":875,"data":1380,"type":568},{"text":1381,"level":47},"A practical VRAM diagnosis matrix",{"id":879,"data":1383,"type":607},{"content":1384,"stretched":910,"withHeadings":15},[1385,1389,1393,1397,1401,1405,1409],[1386,1387,1388],"Observation","What it suggests","Confidence",[1390,1391,1392],"High VRAM usage, stable frame times","Could be normal caching or stable residency","Low evidence of a problem",[1394,1395,1396],"High usage + budget pressure + repeatable stutter","Memory pressure becomes plausible","Moderate to strong",[1398,1399,1400],"Lower textures remove stutter","Memory footprint was likely involved","Strong diagnostic signal",[1402,1403,1404],"Lower textures change nothing","Look at streaming, shaders, CPU\u002FGPU timing or another cause","Moves suspicion elsewhere",[1406,1407,1408],"System-memory use rises during hitches","Possible cross-pool pressure or related memory movement","Useful correlation, not proof",[1410,1411,1412],"Stutter only on first traversal","Compilation\u002Fstreaming becomes more plausible","Needs repeated-run test",{"id":912,"data":1414,"type":568},{"text":1415,"level":47},"The “VRAM requirement” number is always workload-dependent",{"id":916,"data":1417,"type":544},{"text":1418},"There is no single universal VRAM requirement for a game independent of settings and workload.",{"id":920,"data":1420,"type":544},{"text":1421},"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":1423,"type":544},{"text":1424},"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":1426,"type":568},{"text":1427,"level":47},"Why this matters when buying a GPU",{"id":932,"data":1429,"type":544},{"text":1430},"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":1432,"type":544},{"text":1433},"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":1435,"type":544},{"text":1436},"Capacity and compute solve different constraints.",{"id":944,"data":1438,"type":568},{"text":1439,"level":47},"What would change this answer?",{"id":948,"data":1441,"type":544},{"text":1442},"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":1444,"type":544},{"text":1445},"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":1447,"type":568},{"text":1448,"level":47},"Limitations",{"id":960,"data":1450,"type":544},{"text":1451},"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":1453,"type":544},{"text":1454},"Use one tool consistently and read its metric definitions before comparing numbers across systems or reviews.",{"id":968,"data":1456,"type":568},{"text":1457,"level":47},"Conclusion",{"id":972,"data":1459,"type":544},{"text":1460},"A nearly full VRAM meter is not automatically a problem, and a not-quite-full meter does not guarantee safety.",{"id":976,"data":1462,"type":544},{"text":1463},"The real question is whether the game's active resources remain stable inside the current memory budget. Measure frame times, watch the budget where possible, test memory-heavy settings and look for repeatable correlation. VRAM problems are about residency pressure and movement—not just the number printed next to “GPU memory used.”",{"id":980,"data":1465,"type":568},{"text":1466,"level":47},"FAQ",{"id":984,"data":1468,"type":984},{"items":1469,"title":1488},[1470,1473,1476,1479,1482,1485],{"id":988,"answer":1471,"question":1472},"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":1474,"question":1475},"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":1477,"question":1478},"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":1480,"question":1481},"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":1483,"question":1484},"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":1486,"question":1487},"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":1490,"type":568},{"text":1491,"level":47},"Glossary",{"id":1017,"data":1493,"type":1017},{"title":1494,"entries":1495},"Key VRAM terms",[1496,1499,1502,1504,1507,1510,1513],{"term":1497,"anchor":1023,"definition":1498},"VRAM capacity","The physical discrete video memory installed on a graphics card.",{"term":1500,"anchor":1027,"definition":1501},"Residency","The state in which a GPU resource is currently accessible by the GPU in the relevant physical memory pool.",{"term":1173,"anchor":1030,"definition":1503},"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":1505,"anchor":1034,"definition":1506},"Working set","The resources actively needed by the game for its current workload.",{"term":1508,"anchor":1038,"definition":1509},"Eviction","Removing a resource from active residency so memory can be used for other resources.",{"term":1511,"anchor":1041,"definition":1512},"VRAM Pressure Ladder","A Figure Rocks model describing the progression from comfortable headroom to unstable residency and visible memory-related failures.",{"term":1514,"anchor":1044,"definition":1515},"Residency Stability Test","A Figure Rocks workflow for correlating frame-time problems with VRAM budget, usage, spillover and controlled memory-setting changes.",{"id":1047,"data":1517,"type":568},{"text":1518,"level":47},"Primary sources",{"id":1051,"data":1520,"type":1058},{"link":1053,"meta":1521},{"image":1522,"title":1523,"description":1524},{"url":13},"Microsoft Learn — Direct3D 12 Residency","Official Microsoft documentation covering residency budgets, heap resources, eviction and the behavior of discrete video memory under pressure.",{"id":1060,"data":1526,"type":1058},{"link":1062,"meta":1527},{"image":1528,"title":1529,"description":1530},{"url":13},"Microsoft Learn — Process Residency Budgets","Official Windows driver documentation explaining WDDM process memory budgets and how applications size resident resources.",{"id":1068,"data":1532,"type":1058},{"link":1070,"meta":1533},{"image":1534,"title":1535,"description":1536},{"url":13},"Microsoft Learn — Memory Management in Direct3D 12","Official overview of Direct3D 12 memory management and the classify-budget-stream strategy.",{"id":1076,"data":1538,"type":1058},{"link":1078,"meta":1539},{"image":1540,"title":1081,"description":1541},{"url":13},"Official API documentation describing paging resources into the appropriate memory pool and managing residency.",{"id":1084,"data":1543,"type":1058},{"link":1086,"meta":1544},{"image":1545,"title":1546,"description":1547},{"url":13},"NVIDIA Nsight Systems — User Guide","Official NVIDIA documentation exposing VRAM and WDDM system-memory usage, memory budgets and Frame Health analysis for stutter investigation.","2.31.0","Seeing 7.8 GB used on an 8 GB graphics card can look like proof that a game has run out of VRAM. It is not that simple. This guide explains VRAM capacity, residency budgets, working sets, shared memory and how to tell whether memory pressure is actually causing stutter.",{"lang":7,"title":534,"content":536,"contentJson":1551,"excerpt":1092},{"time":538,"blocks":1552,"version":1091},[1553,1555,1557,1559,1561,1563,1565,1567,1569,1582,1584,1586,1588,1590,1592,1594,1596,1598,1600,1609,1611,1613,1615,1617,1619,1621,1623,1625,1627,1629,1631,1633,1635,1637,1639,1641,1643,1645,1647,1649,1651,1661,1663,1665,1667,1669,1671,1673,1675,1689,1691,1693,1695,1697,1699,1709,1711,1713,1715,1717,1719,1721,1723,1725,1727,1729,1731,1733,1735,1737,1739,1741,1743,1745,1754,1756,1766,1768,1772,1776,1780,1784],{"id":541,"data":1554,"type":544},{"text":543},{"id":546,"data":1556,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1558,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1560,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1562,"type":568},{"text":567,"level":47},{"id":570,"data":1564,"type":544},{"text":572},{"id":574,"data":1566,"type":544},{"text":576},{"id":578,"data":1568,"type":544},{"text":580},{"id":582,"data":1570,"type":618},{"rows":1571,"title":606,"layout":607,"columns":1578},[1572,1574,1576],{"id":586,"label":587,"values":1573},{"changes":589,"meaning":590,"mistake":591},{"id":593,"label":594,"values":1575},{"changes":596,"meaning":597,"mistake":598},{"id":600,"label":601,"values":1577},{"changes":603,"meaning":604,"mistake":605},[1579,1580,1581],{"id":610,"label":611},{"id":613,"label":614},{"id":616,"label":617},{"id":620,"data":1583,"type":568},{"text":622,"level":47},{"id":624,"data":1585,"type":544},{"text":626},{"id":628,"data":1587,"type":544},{"text":630},{"id":632,"data":1589,"type":551},{"body":634,"title":635,"variant":636},{"id":638,"data":1591,"type":568},{"text":640,"level":47},{"id":642,"data":1593,"type":544},{"text":644},{"id":646,"data":1595,"type":544},{"text":648},{"id":650,"data":1597,"type":544},{"text":652},{"id":654,"data":1599,"type":568},{"text":656,"level":47},{"id":658,"data":1601,"type":681},{"steps":1602,"title":679,"orientation":680},[1603,1604,1605,1606,1607,1608],{"label":662,"description":663},{"label":665,"description":666},{"label":668,"description":669},{"label":671,"description":672},{"label":674,"description":675},{"label":677,"description":678},{"id":683,"data":1610,"type":568},{"text":685,"level":47},{"id":687,"data":1612,"type":544},{"text":689},{"id":691,"data":1614,"type":544},{"text":693},{"id":695,"data":1616,"type":544},{"text":697},{"id":699,"data":1618,"type":568},{"text":701,"level":47},{"id":703,"data":1620,"type":544},{"text":705},{"id":707,"data":1622,"type":544},{"text":709},{"id":711,"data":1624,"type":544},{"text":713},{"id":715,"data":1626,"type":568},{"text":717,"level":47},{"id":719,"data":1628,"type":544},{"text":721},{"id":723,"data":1630,"type":544},{"text":725},{"id":727,"data":1632,"type":551},{"body":729,"title":730,"variant":731},{"id":733,"data":1634,"type":568},{"text":735,"level":47},{"id":737,"data":1636,"type":544},{"text":739},{"id":741,"data":1638,"type":544},{"text":743},{"id":745,"data":1640,"type":544},{"text":747},{"id":749,"data":1642,"type":568},{"text":751,"level":47},{"id":753,"data":1644,"type":544},{"text":755},{"id":757,"data":1646,"type":544},{"text":759},{"id":761,"data":1648,"type":544},{"text":763},{"id":765,"data":1650,"type":568},{"text":767,"level":47},{"id":769,"data":1652,"type":681},{"steps":1653,"title":793,"orientation":680},[1654,1655,1656,1657,1658,1659,1660],{"label":773,"description":774},{"label":776,"description":777},{"label":779,"description":780},{"label":782,"description":783},{"label":785,"description":786},{"label":788,"description":789},{"label":791,"description":792},{"id":795,"data":1662,"type":568},{"text":797,"level":47},{"id":799,"data":1664,"type":544},{"text":801},{"id":803,"data":1666,"type":544},{"text":805},{"id":807,"data":1668,"type":544},{"text":809},{"id":811,"data":1670,"type":568},{"text":813,"level":47},{"id":815,"data":1672,"type":544},{"text":817},{"id":819,"data":1674,"type":544},{"text":821},{"id":823,"data":1676,"type":618},{"rows":1677,"title":850,"layout":607,"columns":1686},[1678,1680,1682,1684],{"id":827,"label":828,"values":1679},{"test":830,"pattern":831},{"id":833,"label":834,"values":1681},{"test":836,"pattern":837},{"id":839,"label":840,"values":1683},{"test":842,"pattern":843},{"id":845,"label":846,"values":1685},{"test":848,"pattern":849},[1687,1688],{"id":853,"label":854},{"id":856,"label":857},{"id":859,"data":1690,"type":568},{"text":861,"level":47},{"id":863,"data":1692,"type":544},{"text":865},{"id":867,"data":1694,"type":544},{"text":869},{"id":871,"data":1696,"type":544},{"text":873},{"id":875,"data":1698,"type":568},{"text":877,"level":47},{"id":879,"data":1700,"type":607},{"content":1701,"stretched":910,"withHeadings":15},[1702,1703,1704,1705,1706,1707,1708],[883,884,885],[887,888,889],[891,892,893],[895,896,897],[899,900,901],[903,904,905],[907,908,909],{"id":912,"data":1710,"type":568},{"text":914,"level":47},{"id":916,"data":1712,"type":544},{"text":918},{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erfolgreich abgerufen",{"items":1790,"source":1865,"manualIds":1866,"manualMatchedIds":1867},[1791,1798,1804,1810,1816,1823,1830,1837,1843,1850,1855,1860],{"id":1792,"slug":1793,"title":1794,"excerpt":1795,"featuredImage":1796,"publishedAt":1797},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","为什么PC游戏在编译着色器时会卡顿——以及高级着色器分发如何改变这一现状","着色器卡顿发生在 PC 游戏不得不在错误时机编译 GPU 程序的时候。Microsoft 高级着色器交付通过提前准备硬件专用着色器并随游戏一起交付，将大部分工作从玩家 PC 上移走。","\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":1799,"slug":1800,"title":1801,"excerpt":1802,"featuredImage":14,"publishedAt":1803},"238","streaming-stutter-storage-decompression-and-the-hitch-pattern","流媒体卡顿：存储、解压与卡顿模式","流媒体卡顿源于资产加载：新区域、新纹理、周期性卡顿。掌握其规律，了解优先调整什么，以及哪些升级真正有效。","2026-02-20T23:40:00.000Z",{"id":1805,"slug":1806,"title":1807,"excerpt":1808,"featuredImage":14,"publishedAt":1809},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","存储与流式传输：减少加载时间，避免卡顿","快速存储仅在流式行为稳定时才有帮助。本指南将解释输入\u002F输出如何影响卡顿，以及应优先调整哪些设置。","2026-02-19T11:00:00.000Z",{"id":1811,"slug":1812,"title":1813,"excerpt":1814,"featuredImage":14,"publishedAt":1815},"177","ssd-and-streaming-stutter-when-storage-limits-cause-frametime-spikes","SSD与流媒体卡顿：当存储限制引发帧时间飙升","流媒体卡顿源于资产加载问题：存储、解压与内存压力。请按此清单依次识别存储瓶颈峰值并予以修复。","2026-02-20T15:00:00.000Z",{"id":1817,"slug":1818,"title":1819,"excerpt":1820,"featuredImage":1821,"publishedAt":1822},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX神经纹理压缩并非超分辨率技术：AI如何以GPU计算换取纹理内存","NVIDIA RTX 神经纹理压缩改变了游戏材质的存储方式。材质不再仅以传统纹素的形式保存每个纹理通道，而是可以压缩为紧凑的潜在数据和一个小型神经解码器，然后在需要时由 GPU 重建。","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":1824,"slug":1825,"title":1826,"excerpt":1827,"featuredImage":1828,"publishedAt":1829},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","为什么120 FPS仍然感觉糟糕：帧时间、1%低帧与卡顿解析","一款游戏可能报告120、144甚至200 FPS，但感觉仍然卡顿。本指南解释了为什么平均FPS可能掩盖糟糕的帧交付，帧时间和1%低帧如何暴露卡顿，以及如何诊断是CPU、GPU还是管道的其他部分导致了问题。","\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":1831,"slug":1832,"title":1833,"excerpt":1834,"featuredImage":1835,"publishedAt":1836},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 并不会让你的固态硬盘解压游戏：Zstd 和 GPU 解压实际上做了什么","DirectStorage 1.4 新增了 Zstandard 压缩、GPU 解压缩和一个新的游戏资产调理库，但 SSD 本身仍然只是加载管线中的一部分。本指南解释了 SSD、DirectStorage、CPU、GPU 和游戏引擎各自实际负责什么。","\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":1838,"slug":1839,"title":1840,"excerpt":1841,"featuredImage":14,"publishedAt":1842},"220","shader-cache-reality-what-it-fixes-what-it-doesnt-and-why-stutter-returns","着色器缓存真相：它能解决什么，不能解决什么，以及为何卡顿会重现","着色器缓存可以减少重复编译导致的卡顿，但它无法解决CPU峰值或流式传输卡顿问题。了解其实际作用及正确测试方法。","2026-02-20T21:00:00.000Z",{"id":1844,"slug":1845,"title":1846,"excerpt":1847,"featuredImage":1848,"publishedAt":1849},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","降低了图形设置但帧率没有提升？你很可能调错了瓶颈。","你降低了阴影、特效和分辨率，但帧率几乎没有变化。本指南解释了为什么图形设置只有在减轻真正限制帧率的工作负载时才有帮助——以及如何识别 CPU、GPU、内存、流式加载和帧率上限瓶颈。","\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":1851,"slug":1852,"title":1853,"excerpt":1854,"featuredImage":14,"publishedAt":1809},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","CPU卡顿 vs GPU卡顿 vs 着色器卡顿：如何辨别您遇到的是哪一种","并非所有口吃都相同。在调整设置前，先了解三种常见的口吃类型、它们的感受特征，以及最快速的诊断方法。",{"id":1856,"slug":1857,"title":1858,"excerpt":1859,"featuredImage":14,"publishedAt":1842},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","存储流媒体卡顿修复：当资产加载跟不上时","流媒体卡顿发生在新区块加载时：存储、解压或资源流限制。在降低所有图形设置前，请按此顺序尝试修复。",{"id":1861,"slug":1862,"title":1863,"excerpt":1864,"featuredImage":14,"publishedAt":1803},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","着色器卡顿：首次运行为何卡顿及如何减少","着色器卡顿发生在实时编译新特效时。了解如何快速识别它，以及无需安慰剂调整即可减少卡顿的实用方法。","fallback",[],[]]