Futuremark presents a test for variable rate shading
Table of contents:
Variable rate shading (VRS Variable-Rate Shading in English) is a new feature that allows developers to improve performance by selectively reducing the level of detail in certain parts of the frame. Futuremark further comments that there is hardly any noticeable impact on image quality.
Futuremark presents a test for variable rate shading
With VRS, developers can vary the shading rate on each frame. Using this technology, the shading rate is reduced in very dark parts of the image or away from the camera or in a peripheral position of the player's vision.
New technology
Thanks to this technology that Futuremark announces, a game will be able to run at a higher frame rate per second with a barely noticeable loss of visual quality. VRS is accessible to a very wide spectrum of developers, as it is released in DirectX 12, Vulkan, OpenGL and DirectX 11 (NvAPI). There are two levels of support for the VRS. The first allows different hatch rates for each drawing call. The second level also allows applying the VRS between calls. Turing graphics cards, in the RTX and GTX variants, support both levels.
Based on the VRS, Turing graphics cards also support NVIDIA Adaptive Shading (NAS), which adjusts the rate based on shaded screen portions, resulting in a lower GPU workload and further enhancement of performance. NAS is now available for the MachineGames game Wolfenstein: Youngblood , in which, in certain scenes, the NAS provides a performance boost of up to 15%, and will be included in Call of Duty: Modern Warfare , which will hit throughout this year.
As you can see, Futuremark leaves us with an important technology. You can find out more at this link about it.
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