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  2. Video random-access memory - Wikipedia

    en.wikipedia.org/wiki/Video_random-access_memory

    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 ...

  3. High Bandwidth Memory - Wikipedia

    en.wikipedia.org/wiki/High_Bandwidth_Memory

    High Bandwidth Memory (HBM) is a computer memory interface for 3D-stacked synchronous dynamic random-access memory (SDRAM) initially from Samsung, AMD and SK Hynix.It is used in conjunction with high-performance graphics accelerators, network devices, high-performance datacenter AI ASICs, as on-package cache in CPUs [1] and on-package RAM in upcoming CPUs, and FPGAs and in some supercomputers ...

  4. Static random-access memory - Wikipedia

    en.wikipedia.org/wiki/Static_random-access_memory

    Static random-access memory (static RAM or SRAM) is a type of random-access memory (RAM) that uses latching circuitry (flip-flop) to store each bit. SRAM is volatile memory; data is lost when power is removed. The static qualifier differentiates SRAM from dynamic random-access memory (DRAM):

  5. It’s fall, and that means it’s gaming’s most important time ...

    www.aol.com/finance/fall-means-gaming-most...

    The fall is the biggest time of year for the video game industry. And this year is shaping up to be a big one. It’s fall, and that means it’s gaming’s most important time of the year [Video]

  6. The state of the video game industry today - AOL

    www.aol.com/2016/06/23/the-state-of-the-video...

    In just a few short years the gaming industry has changed dramatically and this may only be the start. More people are playing video games than ever before. In just a few short years the gaming ...

  7. Dynamic random-access memory - Wikipedia

    en.wikipedia.org/wiki/Dynamic_random-access_memory

    It is a set of small DRAM banks with an SRAM cache in front to make it behave much like a true SRAM. It is used in Nintendo GameCube and Wii video game consoles. Cypress Semiconductor's HyperRAM [72] is a type of PSRAM supporting a JEDEC-compliant 8-pin HyperBus [73] or Octal xSPI interface.

  8. Random-access memory - Wikipedia

    en.wikipedia.org/wiki/Random-access_memory

    Today's CPUs often still have a mebibyte of 0 wait state cache memory, but it resides on the same chip as the CPU cores due to the bandwidth limitations of chip-to-chip communication. It must also be constructed from static RAM, which is far more expensive than the dynamic RAM used for larger memories. Static RAM also consumes far more power.

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