Items tagged with vrs

About two years ago, NVIDIA started talking about a shader rendering method that applied varying levels of quality to different objects in the game world. That method was called Variable Rate Shading, or VRS. When applied skillfully and artfully in different areas of a scene that are less prominent in the gamer's field of view, the resulting rendered image quality wouldn't look all that different than if the whole scene had been fully shaded, though the graphics workload savings would improve performance significantly. Fast forward a year or so, and benchmarks became available for measuring the performance differences with and without VRS enabled. Indeed, there was performance to be... Read more...
UL Benchmarks (formerly known as Futuremark) has added a new Variable Rate Shading (VRS) test to its popular 3DMark benchmarking suite, and it is now available to the public. The new test taps into a feature of Microsoft's DirectX 12 API that allows developers to improve performance by selectively reducing the level of detail in parts of a frame. The idea behind VRS is to lessen the workload on a GPU and push higher framerates, without adversely affecting the overall image quality of a scene as it is perceived by the viewer. In theory, the selective reduction of detail in any given frame will occur where it will not be noticed much, if at all. "By using VRS to lower the shading rate for parts... Read more...