(VRS) bills itself as “a scalpel in the world of sledgehammers.” VRS allows developers to select the shading rate on portions of frames independently, focusing the majority of the detail — and the rendering workload — on the portions that actually need it and leaving background or otherwise visually unimportant elements to render more rapidly.
There are two hardware tiers for VRS support. Tier 1 hardware can implement per-draw shading rates, which would allow developers to draw large, far away, or obscured assets with lower shading detail, then draw detailed assets with higher shading detail. If you know that a first-person shooter gamer will be paying more attention to their crosshairs than anywhere else, you can have maximum shading detail in that area, falling gradually off to lowest shading detail in the peripheral vision.
A real-time strategy or roleplaying game developer, on the other hand, might instead choose to focus extra shading detail on edge boundaries, where aliasing artifacts are more likely to be visually obnoxious.
Per-primitive VRS takes things a step further by allowing developers to specify shading rate on a per-triangle basis. One obvious use case is for games with motion blur effects — why bother rendering detailed shadows on faraway objects if you know you’re going to blur them anyway?
Screenspace and per-primitive variable rate shading can be mixed and matched within the same scene, using VRS combiners.
Mesh and amplification shaders
Mesh shaders allow for greater parallelization of the shading pipeline. Nvidia
Separating the shading and rasterization allows for more efficient and infrequent runs through lighting. computation routines. nvidia Sampler feedback essentially makes it simpler for developers to figure out in what level of detail to render textures on the fly. With this feature, a shader can query what part of a texture (would) it is needed to Satisfy a sampling request without actually having to perform the sample operation. This allows games to render larger, more detailed textures while using less video memory.
Texture Spacing Shading expands on the sampler feedback technique by allowing the game to apply shading effects to a texture, independent of the object the texture is wrapped around. For example, a cube with only three faces visible does not need lighting effects applied to the back three faces.
Using TSS, lighting effects can be applied to only the visible portions of the texture. In our cube example, this might mean only lighting the portion wrapping the three visible faces in compute space. This can be done prior to and independent from rasterization, reducing aliasing and minimizing the computation expense of the lighting effects. Listing image by Nvidia
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