What is the decrease in dynamic accuracy (DRS)?

You may have heard the term “dynamic accuracy”, or DRS for a short period, to describe a technique used in many games to improve performance. Here is what you do and why more games use this technology.

What is DRS?

Dynamic accuracy (DRS) is a technique used in both computer games and control unit games where the output accuracy is changed while flying to improve performance. When the GPU faces an area that puts a lot of pressure on it, DRS can be used to reduce the accuracy of the output.

This is one way to reduce pressure on the graphics processing unit, which in turn can help maintain a healthy frame rate. Games that do not use DRS will be locked with specific accuracy, and this may make this performance decrease more clearly or force developers to consider other ways to lighten pregnancy.

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This process is carried out by the game engine, which can determine the accuracy up and down to the smooth performance. The developers will decide the minimum accuracy (and the maximum) that the game can reach, which can be adjusted depending on the devices used.

This process is not written and may occur in varying degrees on different axes. The accuracy of the scaling is often less clear than the accuracy that affects both the horizontal and vertical accuracy. Many games limit the scaling to the horizontal axis, although the game is properly presented by the width rate to the right height (the pixels are extended).

In the movement, many players will not notice that the game’s decision has been reduced. Additional techniques such as anti -rescue are used to soften the rough lines that are often accompanied by low accuracy.

Low accuracy has lower display times

DRS is a useful tool as it reduces display times on the graphics processing unit. When the scene takes a very long time, the tires are dropped since the graphics processing unit cannot draw in time to hit the required frame rate.

For example, the average framework of 60 frames per second of the graphics processing unit requires introducing a new frame every 16.667 mm. If it takes longer a tire frame than this, this frame will be skipped and the total frame rate will be reduced. Variable updating rate techniques (VRR) makes this less clear by getting rid of screen tearing, while DRS can help increase performance in all areas.

To use a simple example, due to the presence of four times the number of pixels in the form of 4K as in the form of 1080 pixels (full HD), it requires the same unit of graphics processing four times as long as to present an image in 4K as in 1080 pixels. Reducing accuracy reduces the width time, giving GPU the head space it needs to hit the desired frame rate.

So, if the 4K image is offered with 30 strong frames per second and wants to reach 60 frames per second, then the accuracy of the GPU will allow the GPU to click on this goal assuming the ideal conditions and no other settings have been changed.

Related: What is HDMI VRR on PlayStation 5 and Xbox Series X?

DRS provides an opportunity to leave other settings alone

The decision is only one part of the frame of the frame of the frame. Eye candy like the level of details (Lod), shade quality, shading quality, etc. all can affect the performance and performance times. Developers can use other techniques to reduce image quality to strike higher tire rates.

One of the biggest DRS benefits is that it allows developers often to leave many of these other settings alone so that only the accuracy of the output is reduced. These games allow them to look relatively on different platforms or devices, except for accuracy.

Fortunately, you don’t have to worry about DRS, regardless of the accidental switch in the computer game. Console games depend highly on technology, which can vary greatly in its implementation, and are often changed in updates based on the user data collected by developers and player reactions.

Are you a computer player interested in learn more about performance? Learn how to monitor your tire rate as well as how tire rates affect games experience.

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