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Many modern GPUs rely on VRAM. In contrast, a GPU that does not use VRAM, and relies instead on system RAM, is said to have a unified memory architecture, or shared graphics memory. System RAM and VRAM have been segregated due to the bandwidth requirements of GPUs, [2] [3] and to achieve lower latency, since VRAM is physically closer to the GPU ...
By reducing the I/O activity caused by paging requests, virtual memory compression can produce overall performance improvements. The degree of performance improvement depends on a variety of factors, including the availability of any compression co-processors, spare bandwidth on the CPU, speed of the I/O channel, speed of the physical memory, and the compressibility of the physical memory ...
A notable exception was the IBM PC. Graphics display was facilitated by the use of an expansion card with its own memory plugged into an ISA slot. The first IBM PC to use the SMA was the IBM PCjr, released in 1984. Video memory was shared with the first 128 KiB of RAM. The exact size of the video memory could be reconfigured by software to meet ...
Similar displays in the Task Manager of Windows Vista and later have been changed to reflect usage of physical memory. In Task Manager's "Processes" display, each process's contribution to the "total commit charge" is shown in the "VM size" column in Windows XP and Server 2003. The same value is labeled "Commit size" in Windows Vista and later ...
A computer draws on its display by writing a bitmapped representation of the graphics into a special portion of its memory known as video memory. Without any hardware overlays, only one chunk of video memory exists which all applications must share - and the location of a given application's video memory moves whenever the user changes the ...
Motherboard of the NeXTcube computer, 1990, with 64 MiB main memory DRAM (top left) and 256 KiB of VRAM [2] (lower edge, right of middle) Dynamic random-access memory ( dynamic RAM or DRAM ) is a type of random-access semiconductor memory that stores each bit of data in a memory cell , usually consisting of a tiny capacitor and a transistor ...
In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. [3] The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. [4] Screen buffers should be distinguished from video memory.
Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".