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00:00:01
we have already talked about the influence of RAM frequencies in games
00:00:03
and I highly recommend watching
00:00:05
that video before if you haven’t watched it
00:00:08
since I won’t tell you the whole theory of memory hierarchy for the second time,
00:00:11
and in this
00:00:13
video I will assume that you are already
00:00:15
completely familiar with what was said earlier
00:00:17
in short, the point is that as the
00:00:19
memory frequency decreases,
00:00:22
processor downtime associated with hunger increases.
00:00:24
Understand that the processor
00:00:26
faces a task, but it cannot solve it while it
00:00:29
expects data from the RAM,
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and in different circumstances with
00:00:33
different settings, the influence is either visible
00:00:35
only by the level CPU load
00:00:37
or performance in games and
00:00:39
in order to understand what’s what, you’ll have to watch the first half of the
00:00:41
video about memory frequencies,
00:00:43
but let’s return to the main topic
00:00:46
of timing, first you need to generally
00:00:48
understand what timings are and how they are
00:00:50
measured and what the
00:00:53
theory suggests Let's see what will happen in games
00:00:55
Timings are numbers by which you can
00:00:57
judge the speed of access to memory cells,
00:00:59
they are all measured in numbers, so in
00:01:02
memory, that is, these numbers are like in the last
00:01:04
test 1517 1735 is the number of clock cycles
00:01:08
necessary to respond to requests from
00:01:10
the processor to activate the necessary areas
00:01:12
understand the required row of the required
00:01:14
memory columns, but the duration of the clock cycle depends on the
00:01:17
frequency of the memory, since the higher the frequency,
00:01:19
the shorter the clock time itself, but there is
00:01:22
another subtle thing that the memory itself operates
00:01:24
at half the frequency of what we
00:01:26
call clock memory, that is, the
00:01:28
frequency that is written in the form of 1600 megahertz
00:01:30
for memory at a frequency of 3200 megahertz, this is
00:01:34
all for a reason; this frequency is from which exactly the clock cycles
00:01:36
for timings need to be counted.
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Anyone who remembers a school physics course
00:01:40
knows that when oscillating, this is the
00:01:42
same as a period, and a period is the
00:01:44
inverse value of purity,
00:01:45
that is 1 divided by frequency is the period
00:01:48
for 1600 megahertz
00:01:50
the period is 0. six hundred twenty-five
00:01:52
thousandths multiplied by ten to the minus
00:01:53
eighth power of a second, respectively,
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we multiply all this by the numbers in the timings
00:01:57
and get the time in seconds, more precisely in
00:02:00
fractions of a second, of course now we’ll figure out
00:02:02
what these delays mean when they
00:02:04
occur, consider both values ​​in
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this case 15
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ago 35 to understand What do these
00:02:11
numbers mean? You need to imagine memory as a set of
00:02:13
large tables. In order to access the
00:02:15
desired value, you need to know which
00:02:17
row of the table to look for and in which column of
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the table to look for. The first digit indicates the
00:02:22
number of clock cycles required to access the
00:02:24
value in the desired column.
00:02:27
Some physical processes occur in memory, the
00:02:29
duration of which it
00:02:31
is the delays to find and processes that differ from zero and are
00:02:34
set using timings faster
00:02:36
than is physically possible, the memory
00:02:38
cannot work and, accordingly, if
00:02:40
the control is told to wait less than
00:02:42
possible, then it will work
00:02:44
unstable periodically without producing the
00:02:46
necessary data, which in reality
00:02:48
is reflected in the form of a blue screen in Windows
00:02:51
or simply
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the computer not working, that is, it is impossible to reduce the timings to 0;
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this applies to everyone; the number is not only
00:02:57
1; the second digit indicates the number of clock cycles
00:03:00
required to gain access to the
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desired line; the third digit indicates the
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number of clock cycles required to move to
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another line, that is, to complete work
00:03:08
with the previous one readiness to switch to a
00:03:10
new one and the fourth digit approximately
00:03:12
temporarily reflects the entire reading process and
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the completion of reading the sequence
00:03:16
of timings since it is written
00:03:18
does not correspond a little to how they
00:03:20
proceed during reading, so the first value
00:03:23
is the very last thing that happens and
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before selecting the desired column
00:03:27
you must first select the desired line, that
00:03:30
is, the first plus the second value, or
00:03:31
go from another line to the desired one, that is, the
00:03:34
third value plus then the second plus the
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first, that is, first there are 2 or 3
00:03:38
timings, then 1, then to
00:03:41
continue working within one line, there are
00:03:43
already five only 1 timing within
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reading on one line, in principle,
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only 1 timing is important, which is why it is
00:03:50
considered the most important and significant.
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There is also a misconception that the smaller the timings
00:03:54
in the form of numbers, the less delay this is not
00:03:57
entirely true, the numbers themselves are not an
00:03:59
absolute thing; they are expressed not in seconds but
00:04:01
in clock cycles,
00:04:02
so frequency also affects delays
00:04:04
than the purity of the highest with equal numbers of
00:04:06
delay timings which delays are less I will
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conventionally depict two frequencies 1 is 1000
00:04:12
megahertz and 2 is 2000 megahertz for 1000
00:04:15
megahertz 10 clock cycles is here for 2000
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megahertz here and
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clock cycles are half as many, which is why
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with increasing frequency there is an
00:04:24
increase in the value of timings since
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for different frequencies the physical processes
00:04:29
occurring in memory do not change and
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require the same time and in fact,
00:04:33
over the last 30 years, those
00:04:35
physical processes in memory have accelerated by not even an
00:04:37
order of magnitude, that is, less than 10 times, which is why
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even purity has increased
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many times the timings are expressed in seconds;
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they decreased in clock cycles by only a
00:04:46
few times; however, considering that
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not all types of reading
00:04:50
involve timings in the process, in practice the
00:04:52
increase in memory speed has increased
00:04:55
significantly. I suggest you look at
00:04:57
Wikipedia here for a table for
00:04:59
memory latency during sequential reading for the
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first reading for a memory of 100 megahertz with
00:05:04
timings of 2 requires 20 nanoseconds for
00:05:07
memory of 2000 megahertz with a timing of 10 10
00:05:10
nanoseconds,
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that is, with a 20-fold increase in
00:05:12
frequency, the speedup was only
00:05:16
twofold due to large timings, but
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if you look further when reading in
00:05:20
order on the eighth request at 2000
00:05:22
megahertz 13.5 nanoseconds will be spent,
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while at 100 megahertz
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90 for seconds, that is, the difference is
00:05:31
almost seven times and you can also see how
00:05:33
important timings are at low frequencies,
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let’s say for 200 megahertz of memory the difference
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between timings 2 and 3
00:05:40
to the eighth word was five
00:05:43
nanoseconds and the difference between two and three is
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50 percent if we count the
00:05:48
smaller value as one hundred percent, and for 2000
00:05:50
megahertz the difference between timings 9 and 10
00:05:53
to the eighth word was one and a half
00:05:55
nanoseconds the difference in timing between
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nine and ten is only 11 percent and
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in my opinion it is absolutely obvious that the
00:06:03
real significance of timings after the
00:06:05
concept of theory is completely unobvious without
00:06:08
real tests in games,
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that is, if I conducted a video about
00:06:12
frequencies there were three series of tests, the first
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was where the processor was not fully loaded,
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2 when the processor was fully loaded and 3
00:06:19
when caching of video
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data occurred RAM and the processor
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was not fully loaded in the first
00:06:24
case, we saw that at
00:06:26
fps the percentage of processor load the leader
00:06:28
was displayed higher, in the theoretical part of
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that video before that I explained why this
00:06:33
happened with the timings, the same thing
00:06:35
would have happened in the test with the processor
00:06:37
not fully loaded I in this video I didn’t do it, it’s
00:06:39
obvious that the essence of the results would be
00:06:42
approximately the same, that is, there are
00:06:44
only two remaining cases, and I also
00:06:46
didn’t film the tests themselves, this is
00:06:48
all quite inconvenient for me since the
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required accuracy does not allow
00:06:52
recording with software capture and
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I have to remove the monitor camera and it is
00:06:56
necessary to set up the camera to monitor the
00:06:58
light, I would not have found free time for this
00:07:00
and the video would not
00:07:02
have come out at all. Settings in games also do not
00:07:05
matter at all, the main thing is that with different
00:07:07
timings they were all the same; all
00:07:09
conditions in the tests were identical except for
00:07:11
themselves timings, the test bench
00:07:13
consists of a 777 20 ok
00:07:15
which worked at a frequency of 3 and 5
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gigahertz with hyper trading disabled
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to make it easier to load the processor 16
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gigabytes of RAM from a year ago
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two strips of 8 gigabytes each for tests,
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two frequencies were set, the
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first is the base frequency for ddr4 2133
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megahertz with timings 12 12 12 28 as the
00:07:36
smallest value that
00:07:37
word memory allows me in Russian retail
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and I have not seen similar plans, and where
00:07:42
I managed to find similar memory with
00:07:44
such timings it turned out that
00:07:46
it costs even more than good frequency bars,
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that is, 12-12 1228 is a pretty
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ideal option for ddr4,
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then at the same frequency
00:07:56
15-15 1535 was set as the most
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common strips on sale and 1717
00:08:03
1742 as the worst that I could
00:08:06
find on sale
00:08:07
and also for comparison the
00:08:08
frequency of another 3200 megahertz and timings
00:08:12
1517 1735 were set this is the most productive
00:08:15
mode of operation of my memory that I managed to
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achieve; comparisons will be
00:08:19
carried out at a higher frequency separately, that is,
00:08:21
after the main tests of video cards, an
00:08:23
rx 470 was installed at 4 gigabytes for
00:08:26
tests in the second case, when
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it was necessary to load all the video memory,
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the processor worked at 4 4 8 gigahertz in
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full that is, four cores and an
00:08:35
enabled hypertrading
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video card,
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it was up to a frequency of 1400 megahertz on the
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chip, also for tests using
00:08:42
RAM to polarize
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video data in a test where I tested the
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strips at different frequencies, you asked not to
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use gta5 since it leaves
00:08:51
a lot of video memory space for emergency
00:08:54
loading anything, although there is a video about the
00:08:57
restriction of the piss express where you can see that it still
00:08:59
runs, it doesn’t help with
00:09:01
caching into the RAM, and you also
00:09:03
asked for tests with Ovz and there is a raider test in
00:09:06
Lara Croft for a video about frequencies,
00:09:08
I also actually have that the video
00:09:10
that I left with the tests is at the link in the
00:09:12
description of the video about memory frequencies, part of the
00:09:14
game and then I didn’t take the final video
00:09:16
to tame the video to at least 30 minutes
00:09:19
for all tests I saved their plays
00:09:21
frame time and so in the first case
00:09:23
the processor was fully loaded the first game
00:09:25
in watch dogs 2 test location
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has to be done manually, also on the roads there is
00:09:29
always a different amount of traffic
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so the data may be a little inaccurate,
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I just pass on motorcycles sometimes I
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come across faster sometimes
00:09:38
slower, which introduces certain
00:09:40
problems with comparison visually according to the
00:09:42
graphs, passing in the second half
00:09:44
of the tests do not coincide at all in the first
00:09:46
half it is clearly visible that low timings
00:09:49
have a positive effect on
00:09:50
performance, you are asking me to do, in addition to
00:09:52
graphs, just numbers
00:09:54
separate saw ps here are the numbers average fps
00:09:57
fluctuates within the margin of error
00:09:59
the minimum is probably also not without
00:10:01
some errors but the difference between twenty
00:10:04
seven or thirty three fps per
00:10:06
error It is clearly not possible to write off the
00:10:08
frame time graph for the first half, it is clear
00:10:10
that with lower timings the
00:10:12
frame time is clearly lower, the stability of the frame time with
00:10:14
timings 17 is clearly worse than Crysis 3,
00:10:17
the testing was carried out at the end not the
00:10:20
same as in the memory frequency test, the difference
00:10:22
from the timings in the game is also not high and All
00:10:25
data generally fits within the limits of
00:10:27
testing errors according to
00:10:29
frame time graphs, also strong;
00:10:31
no significant difference is visible; gta 5 presents
00:10:34
data on the last scene of the benchmark; the one
00:10:36
that starts with an airplane and then the
00:10:38
next car in the city; benchmark
00:10:41
gta5 has some variations in the number of
00:10:43
cars in the city
00:10:44
so his data is also not
00:10:46
the prices based on dry figures, it’s difficult to say
00:10:48
how much the increase in fps is higher than the
00:10:50
errors; the minimum 50 and 52 frames,
00:10:54
given the specifics of the benchmark, are not
00:10:55
indicative; however, the difference between the
00:10:58
average fps is clearly higher than the errors, which
00:11:00
confirms the frame time graphs;
00:11:02
it is clearly visible that there is a difference between
00:11:04
12 and 15 and an even more significant difference
00:11:08
between 15 and 17 you, while the frieze
00:11:11
shows nothing in terms of differences, then
00:11:13
hitman
00:11:14
testing was carried out in the
00:11:16
game benchmark, I liked this benchmark, this one
00:11:18
produces quite stable numbers, so the
00:11:20
difference is even between 50 and three and 50
00:11:23
five fps errors cannot be written off
00:11:26
within the framework of tests in one
00:11:28
system, the increase from reducing timings is
00:11:30
definitely there, unfortunately, due to the
00:11:32
peculiarity of recording the time frame not from
00:11:34
the screen but at the input to the video card, graphs
00:11:36
with frame time cannot be analyzed in any way
00:11:38
for clarity, I present the
00:11:41
fps graphs clearly visible that green is below
00:11:43
and blue in the middle and red on top the
00:11:46
next game NFS 15 there is no benchmark in the game the fact
00:11:49
that I am going through the same
00:11:51
race in the game trying to repeat the
00:11:52
passage this time unfortunately on
00:11:54
one of the three passages I was somewhat lost
00:11:56
in time so on the graphs I can
00:11:59
only show timings 12 and 17, it’s clear that the
00:12:02
difference is not radically high, but still
00:12:04
predominantly red has less
00:12:06
frame time. As for the obtained
00:12:09
PFTs figures, the
00:12:10
average value is quite within the
00:12:12
errors, given the lack of a
00:12:14
benchmark,
00:12:15
but the minimum fps has clearly increased 12
00:12:18
frames per second or twenty two point
00:12:20
six percent cannot
00:12:22
be written off in any way errors as for the
00:12:24
average for 5 games you
00:12:26
got the following result when switching from
00:12:28
timings 17 to 15 I received an increase in
00:12:31
average fps of about 2 percent, at a
00:12:34
minimum of about 3.8 percent when
00:12:37
switching from 17 to 12 received an increase in
00:12:40
average fps of about 2.8 percent and in
00:12:43
minimum fps almost 11.8
00:12:46
percent, the data is not very clear,
00:12:49
of course, when there
00:12:50
is no more time, these tests
00:12:53
will need to be done again in a larger
00:12:55
number of games and immediately running all the tests
00:12:57
several times so that To exclude
00:12:59
errors, the video will already be without theory,
00:13:01
that is, more developed practical
00:13:04
tests, at the moment
00:13:06
I don’t have such capabilities and it’s not possible to see the exact
00:13:08
values ​​​​from these data,
00:13:10
however, when the processor is fully loaded, the
00:13:13
timings have an effect in games, this is
00:13:15
absolutely clear now let’s move on to the
00:13:18
second test where our
00:13:19
video memory should be completely filled and
00:13:22
caching into RAM should occur, there
00:13:24
will only be two games, the first is
00:13:26
raises from this raider with ultra
00:13:28
texture settings and watch dogs 2 with
00:13:30
maximum texture quality and 4k
00:13:33
resolution let's look at that raider here is
00:13:36
data from the latest benchmark scenes, since it is
00:13:38
in this scene that the RAM load
00:13:40
reaches 10 gigabytes when
00:13:42
there are four gigabytes of video memory in
00:13:44
the video card, by the numbers the difference is extremely
00:13:46
insignificant, it can definitely be attributed to an
00:13:49
error and according to the frame time graphs
00:13:51
also the absolute parity of watch dogs 2 the
00:13:54
situation is absolutely similar according to the
00:13:57
fps data the difference frames that are low in time are negligible
00:14:00
and are absolutely not visible, in other
00:14:02
words, exactly the same conclusion from this
00:14:05
experiment as in the video about
00:14:07
memory frequencies: RAM has little effect on
00:14:09
performance when caching
00:14:11
video data since there is a narrow bus express on the way
00:14:13
relative to other
00:14:16
buses between the RAM is a video chip and
00:14:19
there are also several controllers on the way on
00:14:21
which the delays apparently
00:14:22
increase greatly so that the timings themselves
00:14:25
no longer solve anything, and a cycle of two videos
00:14:27
would be incomplete if we did not conclude that the
00:14:29
frequency or
00:14:32
timings on the device decide more in fact, this whole concept is
00:14:35
not mutually exclusive but complementary,
00:14:38
so a high frequency will not give an increase
00:14:40
if reading requires a lot
00:14:42
more clock cycles and the timings will not give
00:14:45
any profit if they do so, they will be
00:14:47
very long, so overclocking
00:14:49
RAM is a search for the
00:14:51
optimal operating mode when I have a
00:14:53
high frequency and at the same time, for
00:14:55
normal operation, moderate
00:14:57
timings are available for my memory, which was
00:15:00
the most productive mode in the test,
00:15:02
being
00:15:03
at a frequency of 3200 megahertz with secret 1517
00:15:06
1735, as you have already seen, testing in
00:15:09
games is not the most convenient method, I
00:15:12
recommend that when overclocking memory, in addition to
00:15:14
stability tests,
00:15:15
measure the performance of the subsystem
00:15:16
memory using benchmarks in
00:15:18
archivers, there is a built-in benchmark
00:15:21
in both winrar and 7-zip,
00:15:22
so each of you already has the
00:15:24
necessary tools for
00:15:26
memory tests during overclocking, but I would recommend the
00:15:28
winrar test, its load is
00:15:31
a little more theoretical and depends
00:15:33
on memory it shows above
00:15:35
actually for all tested
00:15:36
memory operating modes the
00:15:38
numbers turned out winrar like this and
00:15:41
of course for 1 goal and theories about cleanliness
00:15:43
and timings I won’t stop because in addition to
00:15:46
tests at a frequency of 2133 megahertz I
00:15:49
did another set of tests for the first
00:15:51
case when loaded the processor is
00:15:53
completely at a frequency of 3200 megahertz
00:15:56
with timings of 1517 1735 and now on all the
00:15:59
graphs and diagrams I will add data from the
00:16:01
torn memory in the blood of seo 5 nothing
00:16:04
sensible can be seen not by the fps value not
00:16:07
by the frame time in gta 5 by the numbers again it’s
00:16:10
not clear what’s what It’s clear that with
00:16:13
memory overclocking, the average FPS has grown quite a bit; the
00:16:16
drawdowns aren’t all that clear, but as
00:16:18
I said ted in gta5 is not very good,
00:16:21
but looking at the graphs with frame time,
00:16:23
it’s obvious that overclocking the frequency
00:16:26
greatly increases the performance in the
00:16:28
game in Hitman, that’s all true the
00:16:31
final data clearly shows the increase from
00:16:34
overclocking in comparison with timings 17 at a
00:16:36
frequency of 2133 megahertz is extremely
00:16:40
significant and exceeds, for example,
00:16:42
the transition or even five to 7.
00:16:43
As I already said, the frame time graphs
00:16:46
in this game do not work out, but the fps graphs are
00:16:49
amazing the difference from overclocking it’s just
00:16:51
huge in NFS 15 the difference is even greater,
00:16:55
unfortunately, since the passage does not
00:16:57
converge exactly on the graphs, this difference is
00:16:59
not so easy to feel, but if you find the peaks
00:17:02
and valleys, which are the same for all
00:17:04
passages in the
00:17:06
same places but just don’t coincide a little
00:17:08
in time, that is, the lens is shifted, it is
00:17:10
also very clearly visible watch dogs 2, the
00:17:13
increase in frequency is manifested both on
00:17:15
average and in the minimum FPS, while in
00:17:18
this game the difference is a fundamental
00:17:20
drop in FPS became above 30 and the average
00:17:24
increased to 50, which is strikingly different in terms of
00:17:26
comfort from memory with
00:17:28
timings are 17, but we also don’t forget that
00:17:31
as I showed her in the video about the memory frequency,
00:17:34
if the percentages are fully loaded, then the
00:17:36
difference will not be visible at all, so
00:17:38
I repeat once again that overclocking the memory is not
00:17:40
magic that will make a super powerful
00:17:43
computer a super mega powerful computer, but
00:17:46
if you let’s say midi is a weak processor,
00:17:48
then memory overclocking is a very useful thing
00:17:51
if it is available on your motherboards. Also,
00:17:53
memory overclocking is very necessary if for full
00:17:55
hd
00:17:56
you have a video card oriented
00:17:58
towards higher resolution, that is, the current
00:18:00
top
00:18:01
cards of course for 4k full hd give out a
00:18:04
potentially very large dog and in
00:18:07
order to the processor met
00:18:08
the requirements; you need to reduce all its
00:18:11
downtime, including memory starvation, and this will
00:18:14
also increase performance. Well, as an
00:18:16
obvious conclusion, if you can
00:18:18
seriously increase the performance of
00:18:20
the frequency,
00:18:21
then modern realities with ddr4 sacrifices in the
00:18:24
form of two or three delay cycles are not so
00:18:27
critical, and also pay attention
00:18:29
to timing when buying plans since with
00:18:32
15 17 they cost almost the same and
00:18:34
in terms of performance in some
00:18:36
moments they will differ, well, as I
00:18:38
promised earlier, we will continue with you and in the
00:18:40
future the topic of work, understand, I briefly
00:18:43
told a video about cleanliness and about the
00:18:44
memory hierarchy and also It’s worth mentioning once again
00:18:47
that she has a son who connects the
00:18:50
processor cache with the cores and she also
00:18:53
causes downtime of the processor when all
00:18:55
its tasks require handling the mess and in
00:18:58
this video the frequency and you of the bus and of course the
00:19:00
processor were unchanged in Ryzen, to
00:19:02
this another bus is added through
00:19:04
which an array of four cores
00:19:06
accesses the cache from the other four cores in an
00:19:09
8-core processor and, accordingly,
00:19:11
three cores in a 6-core processor, and this
00:19:14
also affects delays and
00:19:16
limitations on system performance, so the
00:19:19
memory issue is still far from
00:19:20
complete, but I think with the
00:19:23
operating frequency memory and timings, everything is
00:19:24
more or
00:19:25
less clear if the video was useful then
00:19:28
don’t forget about likes and also
00:19:30
subscribe to the channel if you have
00:19:31
n’t done so before, but for now everyone, bye until
00:19:35
new videos
00:19:36
[music]
00:19:46
[music]

Description:

Видео про частоты памяти: https://www.youtube.com/watch?v=xmUQFl25Ry0 https://pc-01.tech/ - сайт канала. Свежие новости о железе, обзоры и тесты комплектующих. В видео мы разбираемся что такое тайминги оперативной памяти, и тестируем в играх систему с разными таймингами. https://vk.com/pc_0_1 - группа "Этот компьютер" - свежие и актуальные новости IT мира

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