We're going to be hearing a LOT about variable rate shading as we transition into the next generation console era. But what is it? What are its strengths and weaknesses? Is it really a game-changer in terms of more efficient graphics rendering? Alex Battaglia assesses the technology based on two games we've seen using it so far... and talks about how it could be used in future.
summary forthcoming
- Crysis Shrine because Dictator
- old way: one to one per-pixel shading, but as resolution increase so did shading demands
- no point in shading pixels that look the same, that's what VRS fixes
- 2x2, 4x4, even 2x1/1x2 shading methods for vertically/horizontally long elements
- VRS utilizes color, brightness, even speed via motion vectors to determine shading rate
- a hardware supported feature, so it should be widely support
- Wolfenstein has a really good VRS implementation
- 10% more performance in Youngblood
- Gears Tactic: 13%+ in on setting, 30%+ in performance setting
- Gears Tactics has a harsher implementation
- uses Tier 1 variant of VRS; more limited in how it can perceive and reduce shading
- VRS here also affects the UI, which Wolf doesn't do
- VRS isn't filtered, so devs has to add a filter themselves, will look pixelated otherwise
- scenes in motion hide quality degredation
- (Gears Tactics) 9% better performance on a 2070S in cutscenes, 10% in performance mode
- less dark areas/less motion blur/etc, less VRS will help
- VRS performance scales with VRAM limitation
- reducing shading settings reduces VRS performance gains
- models with super dense triangle count (triangles smaller than the pixels) make VRS less effective
- that makes GPUs less efficient anyway
- works well with dynamic res scaler and even more with mesh shaders
- Gears Tactics is the easiest method of VRS
- checkerboard rendering stems from techniques like CSAA/EQAA and has lead to massive gains in IQ and performance
- taking advantage of VRS in non-standard ways could lead to major gains performance and IQ
- thinks like screen space AO/reflections/ect could benefit
- VRS-like techniques to improve lighting performance? could improve performance by 30%
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