{"id":512624,"date":"2019-03-01T11:00:48","date_gmt":"2019-03-01T10:00:48","guid":{"rendered":"https:\/\/www.tomshardware.fr\/?p=512624"},"modified":"2023-08-11T09:34:15","modified_gmt":"2023-08-11T07:34:15","slug":"amd-se-met-au-variable-rate-shading-pour-optimiser-les-performances","status":"publish","type":"post","link":"https:\/\/www.tomshardware.fr\/amd-se-met-au-variable-rate-shading-pour-optimiser-les-performances\/","title":{"rendered":"AMD se met au Variable Rate Shading pour optimiser les performances de ses GPU"},"content":{"rendered":"\n
\"Image<\/figure>\n\n\n\n

Un brevet<\/a> d’AMD ouvre la voie du Variable Rate Shading pour les prochains GPU du fabricant. Cette astuce, que nous avons test\u00e9e r\u00e9cemment sur les derniers GPU de NVIDIA<\/a>, permet d’am\u00e9liorer sensiblement les performances de rendu, en m\u00e9nageant des sacrifices visuels tr\u00e8s peu visibles \u00e0 l’oeil nu.<\/p>\n\n\n\n

Peu de pr\u00e9cision encore<\/h3>\n\n\n\n

Le principe d\u00e9crit par AMD est clairement du Variable Rate Shading, ou Adaptive Shading, ou Coarse Pixel Rendering (trois d\u00e9nominations similaires). Il semble bien que la sc\u00e8ne sera rendu avec une r\u00e9solution de shading diff\u00e9rente selon son contenu, comme chez NVIDIA actuellement. On ne sait toutefois pas si la technique s’appliquera en fonction des mouvements.<\/p>\n\n\n\n

Il semble que les GPU actuels d’AMD n’en profiteront pas, m\u00eame si l’architecture Vega nous semble capable de la g\u00e9rer. En 2016, Polaris \u00e9tait d\u00e9j\u00e0 annonc\u00e9 capable de Foveated Rendering<\/em>, une version moins complexe de la techno, sur des parties fixes de l’image. On parle donc surtout d’une techno disponible sur les prochains GPU Navi d’AMD, qui pourrait donc aussi profiter aux consoles de prochaine g\u00e9n\u00e9ration pour faire de la 4K plus fluide \u00e0 moindre co\u00fbt.<\/p>\n","protected":false},"excerpt":{"rendered":"

L'astuce parfaite pour les prochaines consoles, mais aussi pour les PC !<\/p>","protected":false},"author":7,"featured_media":509778,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"ep_exclude_from_search":false,"footnotes":""},"categories":[487,4072],"tags":[551],"hubs":[],"acf":{"display_mode":"medium-img","post_show_excerpt":true,"post_source":"","hide_sidebar":false,"hide_advertising":false},"yoast_head":"\nAMD se met au Variable Rate Shading pour optimiser les performances de ses GPU<\/title>\n<meta name=\"description\" content=\"L'astuce parfaite pour les prochaines consoles, mais aussi pour les PC !\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.tomshardware.fr\/amd-se-met-au-variable-rate-shading-pour-optimiser-les-performances\/\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" 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