MS Introduces Variable Rate Shading

The DirectX Developer Blog introduces some new graphics technology called Variable Rate Shading, calling this "a scalpel in a world of sledgehammers" (thanks [H]ardOCP). Here's word:
What is Variable Rate Shading?
In a nutshell, it’s a powerful new API that gives the developers the ability to use GPUs more intelligently.

Let’s explain.

For each pixel in a screen, shaders are called to calculate the color this pixel should be. Shading rate refers to the resolution at which these shaders are called (which is different from the overall screen resolution). A higher shading rate means more visual fidelity, but more GPU cost; a lower shading rate means the opposite: lower visual fidelity that comes at a lower GPU cost.

Traditionally, when developers set a game’s shading rate, this shading rate is applied to all pixels in a frame.

There’s a problem with this: not all pixels are created equal.

VRS allows developers to selectively reduce the shading rate in areas of the frame where it won’t affect visual quality, letting them gain extra performance in their games. This is really exciting, because extra perf means increased framerates and lower-spec’d hardware being able to run better games than ever before.

VRS also lets developers do the opposite: using an increased shading rate only in areas where it matters most, meaning even better visual quality in games.

On top of that, we designed VRS to be extremely straightforward for developers to integrate into their engines. Only a few days of dev work integrating VRS support can result in large increases in performance.
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9.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 15:44
9.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 15:44
Mar 19, 2019, 15:44
 
Get in line now for the new "VSR Core" card , only from Nvidia.

"the best way to get your shader pixels varied"

Woohoo
Avatar 58495
8.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 14:28
8.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 14:28
Mar 19, 2019, 14:28
 
CJ_Parker wrote on Mar 19, 2019, 12:52:
Sounds pretty desperate and the most probable root cause is that AMD can not deliver a high performance GPU for the next gen shitbox conslows.

AMD and the conslow makers are stuck with the shitty GCN architecture (Navi being the last iteration). PS5 and the next shitbox will be the most disappointing "next gen" ever.

So the only way to mfake next gen games look better is via h4XX and tR1XX like VRS coupled with adaptive resolution scaling.

The other reason is most likely to mitigate the performance degradation that comes with their super-shitty UWP apps. With VRS you can at least gain back a little bit of that performance loss.

This sounds more like what Microsoft and nVidia are using to enable real time Ray Cast Ray Tracing. While current RTX cards can support up to 3 light bounces, this is recommended to be set on a per material basis for performance.

Also non-RTX cards I assume would handle all the lighting calculations on the shader units. Sound like VRS was needed for the new lighting, and they are just extending it to be used by programmers.

As for reducing shader quality, that has been an nVidia thing forever. They used to constantly replace shaders in games that were 32-bit, with 16-bit equivalents, "Where it wasn't noticable."
7.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 14:07
7.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 14:07
Mar 19, 2019, 14:07
 
I read the words "Microsoft Introduces Variable Rate" and my mind immediately appended "Windows Pricing."

Avatar 15604
6.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 13:49
6.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 13:49
Mar 19, 2019, 13:49
 
CJ_Parker wrote on Mar 19, 2019, 12:52:
Sounds pretty desperate and the most probable root cause is that AMD can not deliver a high performance GPU for the next gen shitbox conslows.

AMD and the conslow makers are stuck with the shitty GCN architecture (Navi being the last iteration). PS5 and the next shitbox will be the most disappointing "next gen" ever.

So the only way to mfake next gen games look better is via h4XX and tR1XX like VRS coupled with adaptive resolution scaling.

The other reason is most likely to mitigate the performance degradation that comes with their super-shitty UWP apps. With VRS you can at least gain back a little bit of that performance loss.

Um, no, actually, the root cause is gamers themselves. With every generation of new video hardware comes the cry from those who can't afford the best or newest cards, so they continually demand that developers and manufacturers look for game optimizations and driver tweaks to make up the gaps where raw horsepower isn't enough. So, now that someone is doing the work that gamers demand, you have the nerve to throw them shade? Get fucked. It's not a "hack" or a "trick" (please note the proper spelling of those words), and it's a perfectly logical step in refining the code. If you want to visit a friend that lives three blocks down the street, you just walk straight there. You don't jump on a bus, take it halfway across the city, then hop a train, ride around the city loop, and then get a taxi to take you back to your neighborhood so you can walk three blocks to your friend's house, do you? No. The point of VRS is to cut out the bullshit work that is completely pointless and has no benefit.

It's also partly because of necessity out of the fact that GPU architectures are starting to reach a physical limit of what can be done in hardware without doubling the cost of making them, which just means higher retail prices yet again next time. I'd much rather see improvements to the code than have to upgrade my video card again soon.
5.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 13:40
5.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 13:40
Mar 19, 2019, 13:40
 
Yeah, Im gonna go with "wait and see" to see if this actually turns out to be true.
Avatar 58327
4.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 13:30
Kxmode
 
4.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 13:30
Mar 19, 2019, 13:30
 Kxmode
 
Nice!!! Hopefully that's translates into across-the-board improvements for ALL GPUs.
"Hard times create strong men. Strong men create good times. Good times create weak men. And, weak men create hard times." - Those Who Remain by G. Michael Hopf
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3.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 13:22
3.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 13:22
Mar 19, 2019, 13:22
 
This sounds like it's meant to be matched with foveated rendering, which is going to be essential for ultra-high res, high FoV VR displays.
2.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 12:52
2.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 12:52
Mar 19, 2019, 12:52
 
Sounds pretty desperate and the most probable root cause is that AMD can not deliver a high performance GPU for the next gen shitbox conslows.

AMD and the conslow makers are stuck with the shitty GCN architecture (Navi being the last iteration). PS5 and the next shitbox will be the most disappointing "next gen" ever.

So the only way to mfake next gen games look better is via h4XX and tR1XX like VRS coupled with adaptive resolution scaling.

The other reason is most likely to mitigate the performance degradation that comes with their super-shitty UWP apps. With VRS you can at least gain back a little bit of that performance loss.
1.
 
Re: MS Introduces Variable Rate Shading
Mar 19, 2019, 09:55
1.
Re: MS Introduces Variable Rate Shading Mar 19, 2019, 09:55
Mar 19, 2019, 09:55
 
Up to 20% performance increase depending on the visual situation, if true, then that is major.
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