朱文昌
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How 3D Game Rendering Works: Vertex Processing
In this first part of our deeper look at 3D game rendering, we'll be focusing entirely on the vertex...
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Anatomy of RAM
Every single computer has RAM, whether it's embedded into a processor or sitting on a dedicated circ...
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Resolution Scaling: The Secret to Playable 4K Gaming
Whether we like it or not, the beginning of a new console generation brings both trouble and opportu...
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Blasts From the Past: TechSpot Staff's Favorite Tech of the Last Decade
In the world of tech, change is constant. R&D relentlessly pushes the limits of size, performanc...
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Benchmarking Your PC: A Guide to Best Practices
Like millions of people around the world, you probably use your PC to play video games. You may well...
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AMD Smart Access Memory Tested, Benchmarked
Today we're taking a detailed look at how AMD's Smart Access Memory (SAM) technology influences perf...
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Nvidia DLSS: An Early Investigation
Today we're addressing one of the most frequent discussion topics surrounding the new RTX 2080 and R...
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Explainer: L1 vs. L2 vs. L3 Cache
Every single CPU found in any computer, from a cheap laptop to a million-dollar server, will have so...
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Anatomy of a Storage Drive: Hard Disk Drives
It's magnetic. It's electric. It's photonic. No, this isn't going to be about a new superhero trio i...
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Can It Run Crysis? An Analysis of Why a 13
Every year hundreds of new games are released to the market. Some do very well and sell in the milli...
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How 3D Game Rendering Works: Lighting and Shadows
The vast majority of visual effects you see in games today depend on the clever use of lighting and...
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DOOM Eternal Tested on Low
Earlier this week we benchmarked Doom Eternal extensively, but only using modern GPUs. Seeing that t...