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GDDR3 SDRAM (Graphics Double Data Rate 3 SDRAM) is a type of DDR SDRAM specialized for graphics processing units (GPUs) offering less access latency and greater device bandwidths. [ compared to? ] Its specification was developed by ATI Technologies in collaboration with DRAM vendors including Elpida Memory , Hynix Semiconductor , Infineon ...
The color information for each point thus displayed on the screen is pulled directly from the framebuffer during the scan, creating a set of discrete picture elements, i.e. pixels. Framebuffers differ significantly from the vector displays that were common prior to the advent of raster graphics (and, consequently, to the concept of a framebuffer).
Graphics DDR SDRAM (GDDR SDRAM) is a type of synchronous dynamic random-access memory (SDRAM) specifically designed for applications requiring high bandwidth, [1] e.g. graphics processing units (GPUs).
Unified memory A memory architecture where the CPU and GPU share the same address space, and often the same physical memory. It is common in Intel [34] [35] and AMD [36] [37] processors with integrated graphics, SoCs and video game consoles. Supported on some discrete GPUs with the use of an MMU. UV coordinates
Graphics Double Data Rate 5 Synchronous Dynamic Random-Access Memory (GDDR5 SDRAM) is a type of synchronous graphics random-access memory (SGRAM) with a high bandwidth ("double data rate") interface designed for use in graphics cards, game consoles, and high-performance computing. [1] It is a type of GDDR SDRAM (graphics DDR SDRAM).
Graphics Double Data Rate 6 Synchronous Dynamic Random-Access Memory (GDDR6 SDRAM) is a type of synchronous graphics random-access memory (SGRAM) with a high bandwidth, "double data rate" interface, designed for use in graphics cards, game consoles, and high-performance computing.
A graphics processing unit (GPU) is a specialized electronic circuit initially designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles.
The introduction of stimuli which were hard to verbalize, and unlikely to be held in long-term memory, revolutionized the study of VSTM in the early 1970s. [6] [7] [8] The basic experimental technique used required observers to indicate whether two matrices, [7] [8] or figures, [6] separated by a short temporal interval, were the same.