{"id":33632,"date":"2026-02-27T11:11:10","date_gmt":"2026-02-27T10:11:10","guid":{"rendered":"https:\/\/www.hwlegend.tech\/games\/?p=33632"},"modified":"2026-03-11T15:09:18","modified_gmt":"2026-03-11T14:09:18","slug":"assassins-creed-mirage-usa-neural-texture-compression-30-compressione-e-meno-vram","status":"publish","type":"post","link":"https:\/\/www.hwlegend.tech\/games\/news\/assassins-creed-mirage-usa-neural-texture-compression-30-compressione-e-meno-vram\/","title":{"rendered":"Assassin\u2019s Creed Mirage usa Neural Texture Compression: +30% compressione e meno VRAM"},"content":{"rendered":"<hr \/>\n<div class=\"flex flex-col text-sm pb-25\">\n<article class=\"text-token-text-primary w-full focus:outline-none [--shadow-height:45px] has-data-writing-block:pointer-events-none has-data-writing-block:-mt-(--shadow-height) has-data-writing-block:pt-(--shadow-height) [&amp;:has([data-writing-block])&gt;*]:pointer-events-auto scroll-mt-[calc(var(--header-height)+min(200px,max(70px,20svh)))]\" dir=\"auto\" data-turn-id=\"f5da44e9-9f25-4bd8-8457-ba7f15d9594c\" data-testid=\"conversation-turn-12\" data-scroll-anchor=\"true\" data-turn=\"assistant\">\n<div class=\"text-base my-auto mx-auto pb-10 [--thread-content-margin:--spacing(4)] @w-sm\/main:[--thread-content-margin:--spacing(6)] @w-lg\/main:[--thread-content-margin:--spacing(16)] px-(--thread-content-margin)\">\n<div class=\"[--thread-content-max-width:40rem] @w-lg\/main:[--thread-content-max-width:48rem] mx-auto max-w-(--thread-content-max-width) flex-1 group\/turn-messages focus-visible:outline-hidden relative flex w-full min-w-0 flex-col agent-turn\">\n<div class=\"flex max-w-full flex-col grow\">\n<div class=\"min-h-8 text-message relative flex w-full flex-col items-end gap-2 text-start break-words whitespace-normal [.text-message+&amp;]:mt-1\" dir=\"auto\" data-message-author-role=\"assistant\" data-message-id=\"f5da44e9-9f25-4bd8-8457-ba7f15d9594c\" data-message-model-slug=\"gpt-5-2\">\n<div class=\"flex w-full flex-col gap-1 empty:hidden first:pt-[1px]\">\n<div class=\"markdown prose dark:prose-invert w-full wrap-break-word dark markdown-new-styling\">\n<p data-start=\"350\" data-end=\"707\"><strong>Ubisoft<\/strong> ha <a href=\"https:\/\/www.ubisoft.com\/en-us\/news\/ignt.58488\/shipping-neural-texture-compression-in-assassin-s-creed-mirage\" target=\"_blank\" rel=\"noopener\">confermato<\/a> di aver gi\u00e0 pubblicato un titolo che utilizza la <strong data-start=\"421\" data-end=\"457\">Neural Texture Compression (NTC)<\/strong> \u2014 e non si tratta di una nuova uscita.<\/p>\n<p data-start=\"350\" data-end=\"707\">La tecnologia \u00e8 stata implementata in <strong data-start=\"535\" data-end=\"576\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">Assassin\u2019s Creed Mirage<\/span><\/span><\/strong>, rendendolo con ogni probabilit\u00e0 il primo gioco commerciale ad adottare un sistema di compressione texture basato su reti neurali.<\/p>\n<p data-start=\"350\" data-end=\"707\"><a href=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-33636\" src=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" srcset=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1024x576.jpg 1024w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-300x169.jpg 300w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-768x432.jpg 768w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM.jpg 1200w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/p>\n<p data-start=\"709\" data-end=\"826\">Il risultato? Maggiore qualit\u00e0 visiva, minore occupazione su disco e riduzione dell\u2019utilizzo di memoria video (VRAM).<\/p>\n<hr data-start=\"828\" data-end=\"831\" \/>\n<p data-start=\"833\" data-end=\"880\"><strong>Il problema delle texture nei giochi moderni<\/strong><\/p>\n<hr \/>\n<p data-start=\"882\" data-end=\"1072\">Nei titoli AAA contemporanei, le texture ad alta risoluzione per rendering PBR (Physically Based Rendering) possono rappresentare <strong data-start=\"1012\" data-end=\"1071\">circa il 60% della dimensione totale dell\u2019installazione<\/strong>.<\/p>\n<hr \/>\n<p data-start=\"1074\" data-end=\"1152\">Il problema principale dei formati di compressione tradizionali \u00e8 strutturale:<\/p>\n<hr \/>\n<ul data-start=\"1154\" data-end=\"1351\">\n<li data-start=\"1154\" data-end=\"1206\">\n<p data-start=\"1156\" data-end=\"1206\">Operano separatamente su ogni layer della texture;<\/p>\n<\/li>\n<li data-start=\"1207\" data-end=\"1310\">\n<p data-start=\"1209\" data-end=\"1310\">Non sfruttano le correlazioni tra i canali del materiale (albedo, normal, roughness, metallic, ecc.);<\/p>\n<\/li>\n<li data-start=\"1311\" data-end=\"1351\">\n<p data-start=\"1313\" data-end=\"1351\">Scalano male con asset 4K e superiori.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"1353\" data-end=\"1456\">Secondo Ubisoft, questi limiti rendono gli approcci convenzionali \u201cnon pi\u00f9 sufficienti\u201d su larga scala.<\/p>\n<hr data-start=\"1458\" data-end=\"1461\" \/>\n<p data-start=\"1463\" data-end=\"1509\"><strong>Come funziona la Neural Texture Compression<\/strong><\/p>\n<hr \/>\n<p data-start=\"1511\" data-end=\"1579\">La soluzione sviluppata da Ubisoft utilizza il machine learning per:<\/p>\n<hr \/>\n<ul data-start=\"1581\" data-end=\"1778\">\n<li data-start=\"1581\" data-end=\"1638\">\n<p data-start=\"1583\" data-end=\"1638\">Analizzare la struttura multi-canale dei materiali PBR;<\/p>\n<\/li>\n<li data-start=\"1639\" data-end=\"1699\">\n<p data-start=\"1641\" data-end=\"1699\">Comprimere le texture sfruttando correlazioni tra i layer;<\/p>\n<\/li>\n<li data-start=\"1700\" data-end=\"1778\">\n<p data-start=\"1702\" data-end=\"1778\">Ricostruire in tempo reale il materiale completo tramite un decoder neurale.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p><a href=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-33637\" src=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1.jpg\" alt=\"\" width=\"883\" height=\"364\" srcset=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1.jpg 883w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1-300x124.jpg 300w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/02\/Assassins-Creed-Mirage-usa-Neural-Texture-Compression-30_-compressione-e-meno-VRAM-1-768x317.jpg 768w\" sizes=\"auto, (max-width: 883px) 100vw, 883px\" \/><\/a><\/p>\n<hr \/>\n<p data-start=\"1780\" data-end=\"1840\">In <strong data-start=\"1783\" data-end=\"1810\">Assassin\u2019s Creed Mirage<\/strong>, questa tecnica ha garantito:<\/p>\n<hr \/>\n<ul data-start=\"1842\" data-end=\"2000\">\n<li data-start=\"1842\" data-end=\"1884\">\n<p data-start=\"1844\" data-end=\"1884\"><strong data-start=\"1844\" data-end=\"1884\">Circa +30% di compressione effettiva<\/strong>;<\/p>\n<\/li>\n<li data-start=\"1885\" data-end=\"1918\">\n<p data-start=\"1887\" data-end=\"1918\">Riduzione dello spazio su disco;<\/p>\n<\/li>\n<li data-start=\"1919\" data-end=\"1960\">\n<p data-start=\"1921\" data-end=\"1960\">Riduzione dell\u2019utilizzo di VRAM in-game;<\/p>\n<\/li>\n<li data-start=\"1961\" data-end=\"2000\">\n<p data-start=\"1963\" data-end=\"2000\">Qualit\u00e0 visiva invariata o migliorata.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"2002\" data-end=\"2177\">In alcuni confronti, le texture \u201cneurali\u201d mostrano una grana del legno e dettagli superficiali pi\u00f9 definiti, pur occupando meno memoria rispetto alle controparti tradizionali.<\/p>\n<hr data-start=\"2179\" data-end=\"2182\" \/>\n<p data-start=\"2184\" data-end=\"2225\"><strong>Meno VRAM, stessa (o migliore) qualit\u00e0<\/strong><\/p>\n<hr \/>\n<p data-start=\"2227\" data-end=\"2310\">Uno degli aspetti pi\u00f9 rilevanti \u00e8 la riduzione della pressione sulla memoria video.<\/p>\n<hr \/>\n<p data-start=\"2312\" data-end=\"2349\">In scenari reali, le Neural Textures:<\/p>\n<hr \/>\n<ul data-start=\"2351\" data-end=\"2491\">\n<li data-start=\"2351\" data-end=\"2400\">\n<p data-start=\"2353\" data-end=\"2400\">Ricostruiscono dinamicamente i pixel necessari;<\/p>\n<\/li>\n<li data-start=\"2401\" data-end=\"2450\">\n<p data-start=\"2403\" data-end=\"2450\">Limitano la quantit\u00e0 di dati residenti in VRAM;<\/p>\n<\/li>\n<li data-start=\"2451\" data-end=\"2491\">\n<p data-start=\"2453\" data-end=\"2491\">Ottimizzano l\u2019uso della banda memoria.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"2493\" data-end=\"2549\">Questo approccio diventa cruciale in un contesto in cui:<\/p>\n<hr \/>\n<ul data-start=\"2551\" data-end=\"2714\">\n<li data-start=\"2551\" data-end=\"2591\">\n<p data-start=\"2553\" data-end=\"2591\">I giochi superano facilmente i 100 GB;<\/p>\n<\/li>\n<li data-start=\"2592\" data-end=\"2649\">\n<p data-start=\"2594\" data-end=\"2649\">Le GPU mainstream dispongono ancora di 8\u201312 GB di VRAM;<\/p>\n<\/li>\n<li data-start=\"2650\" data-end=\"2714\">\n<p data-start=\"2652\" data-end=\"2714\">L\u2019aumento della risoluzione (4K) moltiplica il carico texture.<\/p>\n<\/li>\n<\/ul>\n<hr data-start=\"2716\" data-end=\"2719\" \/>\n<p data-start=\"2721\" data-end=\"2760\"><strong>Limiti attuali: costo computazionale<\/strong><\/p>\n<hr \/>\n<p data-start=\"2762\" data-end=\"2894\">Ubisoft non ha applicato la Neural Texture Compression a tutti gli asset del gioco. La tecnologia \u00e8 stata utilizzata selettivamente:<\/p>\n<hr \/>\n<ul data-start=\"2896\" data-end=\"3058\">\n<li data-start=\"2896\" data-end=\"2936\">\n<p data-start=\"2898\" data-end=\"2936\">Su oggetti con alto numero di istanze;<\/p>\n<\/li>\n<li data-start=\"2937\" data-end=\"2987\">\n<p data-start=\"2939\" data-end=\"2987\">In situazioni con forte pressione sulla memoria;<\/p>\n<\/li>\n<li data-start=\"2988\" data-end=\"3058\">\n<p data-start=\"2990\" data-end=\"3058\">Limitando il numero totale di pixel ricostruiti dal decoder neurale.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"3060\" data-end=\"3098\">Il motivo \u00e8 chiaro: <strong data-start=\"3080\" data-end=\"3097\">costo runtime<\/strong>.<\/p>\n<p data-start=\"3100\" data-end=\"3281\">La decompressione neurale richiede potenza computazionale aggiuntiva. Tuttavia, \u00e8 importante sottolineare che <strong data-start=\"3210\" data-end=\"3259\">Assassin\u2019s Creed Mirage \u00e8 un titolo cross-gen<\/strong>, pubblicato anche su:<\/p>\n<hr \/>\n<ul data-start=\"3283\" data-end=\"3313\">\n<li data-start=\"3283\" data-end=\"3300\">\n<p data-start=\"3285\" data-end=\"3300\">PlayStation 4;<\/p>\n<\/li>\n<li data-start=\"3301\" data-end=\"3313\">\n<p data-start=\"3303\" data-end=\"3313\">Xbox One.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"3315\" data-end=\"3511\">Se la tecnologia \u00e8 stata implementata con successo su hardware precedente, le piattaforme pi\u00f9 moderne \u2014 dotate di acceleratori AI integrati nelle GPU \u2014 potrebbero gestirla con maggiore efficienza.<\/p>\n<hr data-start=\"3513\" data-end=\"3516\" \/>\n<p data-start=\"3518\" data-end=\"3565\"><strong>Neural Compression e il futuro del rendering<\/strong><\/p>\n<hr \/>\n<p data-start=\"3567\" data-end=\"3637\">Il caso Ubisoft si inserisce in una tendenza pi\u00f9 ampia dell\u2019industria.<\/p>\n<hr \/>\n<ul data-start=\"3639\" data-end=\"4074\">\n<li data-start=\"3639\" data-end=\"3803\">\n<p data-start=\"3641\" data-end=\"3803\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">Sony<\/span><\/span> e <span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">AMD<\/span><\/span> stanno lavorando su \u201cProject Amethyst\u201d e sulla tecnologia <strong data-start=\"3777\" data-end=\"3802\">Universal Compression<\/strong>;<\/p>\n<\/li>\n<li data-start=\"3804\" data-end=\"3952\">\n<p data-start=\"3806\" data-end=\"3952\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">NVIDIA<\/span><\/span> sviluppa la propria Neural Texture Compression, con potenziali riduzioni fino al 90% in scenari controllati;<\/p>\n<\/li>\n<li data-start=\"3953\" data-end=\"4074\">\n<p data-start=\"3955\" data-end=\"4074\">Le API grafiche moderne stanno integrando funzionalit\u00e0 di Neural Rendering per rendere queste tecniche pi\u00f9 accessibili.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"4076\" data-end=\"4095\">La combinazione di:<\/p>\n<hr \/>\n<ul data-start=\"4097\" data-end=\"4215\">\n<li data-start=\"4097\" data-end=\"4138\">\n<p data-start=\"4099\" data-end=\"4138\">AI hardware integrato nelle GPU moderne;<\/p>\n<\/li>\n<li data-start=\"4139\" data-end=\"4165\">\n<p data-start=\"4141\" data-end=\"4165\">Nuove estensioni DirectX;<\/p>\n<\/li>\n<li data-start=\"4166\" data-end=\"4215\">\n<p data-start=\"4168\" data-end=\"4215\">Necessit\u00e0 di ridurre costi di storage e memoria.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"4217\" data-end=\"4306\">rende la compressione neurale una delle evoluzioni pi\u00f9 promettenti del rendering moderno.<\/p>\n<hr data-start=\"4308\" data-end=\"4311\" \/>\n<p data-start=\"4313\" data-end=\"4349\"><strong>Impatto per sviluppatori e utenti<\/strong><\/p>\n<hr \/>\n<p data-start=\"4351\" data-end=\"4393\">La Neural Texture Compression consente di:<\/p>\n<hr \/>\n<ul data-start=\"4395\" data-end=\"4564\">\n<li data-start=\"4395\" data-end=\"4432\">\n<p data-start=\"4397\" data-end=\"4432\">Ridurre dimensioni di installazione;<\/p>\n<\/li>\n<li data-start=\"4433\" data-end=\"4463\">\n<p data-start=\"4435\" data-end=\"4463\">Diminuire il consumo di VRAM;<\/p>\n<\/li>\n<li data-start=\"4464\" data-end=\"4506\">\n<p data-start=\"4466\" data-end=\"4506\">Mantenere o migliorare la qualit\u00e0 visiva;<\/p>\n<\/li>\n<li data-start=\"4507\" data-end=\"4564\">\n<p data-start=\"4509\" data-end=\"4564\">Alleggerire la pressione su storage SSD e banda memoria.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"4566\" data-end=\"4688\">In un mercato in cui memoria e storage rimangono componenti costose, questa tecnologia rappresenta un vantaggio sistemico.<\/p>\n<p data-start=\"4690\" data-end=\"4885\" data-is-last-node=\"\" data-is-only-node=\"\"><strong data-start=\"4690\" data-end=\"4773\">Assassin\u2019s Creed Mirage dimostra che la tecnologia \u00e8 gi\u00e0 pronta per il mercato.<\/strong> Ora la sfida sar\u00e0 estenderla, ottimizzarla e integrarla su larga scala nei motori grafici di nuova generazione.<\/p>\n<hr \/>\n<p style=\"text-align: center\" data-start=\"4690\" data-end=\"4885\" data-is-last-node=\"\" data-is-only-node=\"\"><strong>Manguste E-Sports Teams<\/strong><\/p>\n<hr \/>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/article>\n<\/div>\n<div class=\"gsp_post_data\" \r\n\t            data-post_type=\"post\" \r\n\t            data-cat=\"news\" \r\n\t            data-modified=\"120\"\r\n\t            data-created=\"1772190670\"\r\n\t            data-title=\"Assassin\u2019s Creed Mirage usa Neural Texture Compression: +30% compressione e meno VRAM\" \r\n\t            data-home=\"https:\/\/www.hwlegend.tech\/games\"><\/div>","protected":false},"excerpt":{"rendered":"<p>Ubisoft ha confermato di aver gi\u00e0 pubblicato un titolo che utilizza la Neural Texture Compression (NTC) \u2014 e non si tratta di una nuova uscita. La tecnologia \u00e8 stata implementata in Assassin\u2019s Creed Mirage, rendendolo con ogni probabilit\u00e0 il primo gioco commerciale ad adottare un sistema di compressione texture basato su reti neurali. Il risultato? [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":33640,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"class_list":["post-33632","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Assassin\u2019s Creed Mirage usa Neural Texture Compression: +30% compressione e meno VRAM - HW Legend Games<\/title>\n<meta name=\"description\" content=\"Ubisoft introduce Neural Texture Compression in Assassin\u2019s Creed Mirage: -30% VRAM e storage, qualit\u00e0 superiore.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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