if devs design a SW VRS that suits their need better, can they still run it with HW VRS to save some ressources ?
While we were able to implement VRS for all the passes that gave us the biggest bang for the buck, it was not plumbed into the entire engine due to time constraints. A deeper integration would allow VRS to provide even larger GPU savings.
“Software-Based Variable Rate Shading in Call of Duty” presented at SIGGRAPH 2020 (http://advances.realtimerendering.com/s2020/index.htm) has some interesting thoughts on this topic as well. They present a method leveraging how console hardware handles MSAA to emulate VRS on platforms without hardware VRS support and extra flexibility such as smaller tile sizes. In addition, they present an optimized way to apply VRS to compute shaders that uses ExecuteDispatchIndirect to ensure only waves with actual work are dispatched in contrast to our brute force method. However, Software-Based VRS also has some trade-offs including implementation complexity and the overhead of a de-blocking pass. One possibility is to use a hybrid of both techniques, switching between VRS techniques based on the characteristics of the rendering pass.
Why are people trying to say the tech is not without its downsides and is a perfect solution? VRS is not DLSS, it's not even a reconstruction tech. It's a clear trade-off system.
yes
nothing presumably here, you have all info in video you posted
Yeah? Tell me about the differences discussed in the video. I'm all ears.
PS5 and Series X have higher settings than the other versions. Better textures, public, lighting, grass, anisotropic filtering ... however, all these characteristics will be analyzed in greater depth in its final version. Series S uses some Nextgen settings, but nevertheless lacks others (the absence of an audience, for example).
impeccable timing for release considering where England is right nowSome pretty funky resolution numbers knocking about this video. I wonder if the Xbox One X and PS4 Pro are using some upscaling technology
In order:
Xbox One X = 3008x1692
Xbox Series X = 2880x1620
PS5 = 2880x1620
PS4 Pro = 2560x1440
Xbox Series S = 1920x1080
PS4 = 1600x900
Xbox One S = 1280x720
Last gen machines pumping out higher resolutions, presumably at lower settings.
but nevertheless lacks others (the absence of an audience, for example).
Re-watched due to the conversations being had.
Conclusion is relevant but an interesting watch regardless to complement the blog post in video form.
Can't find the other one I was thinking of.
10-15% more framerate with VRS while PS5 looks overall >15% higher resolution in both 60fps modes. Easily noticeable without zoom using 2 identical scenes (source VGTech).
I know it's not a discussion most want to hear about. They want to think VRS is a miraculous tech that is going to dramatically improve all parts of a game without downsides. But VRS is a sharp trade-off, one many wouldn't want in their game, it's not a silver bullet.
ID Soft DF interview. Billy Khan mentioned a saving in performance of about 10-15% from VRS:
Amazing tech he even said he wishes every console had it
10-15% more framerate with VRS while PS5 looks overall >15% higher resolution in both 60fps modes. Easily noticeable without zoom using 2 identical scenes (source VGTech).
I know it's not a discussion most want to hear about. They want to think VRS is a miraculous tech that is going to dramatically improve all parts of a game without downsides. But VRS is a sharp trade-off, one many wouldn't want in their game, it's not a silver bullet.
quick ask; which ones are these on VG Tech? I can't figure out where you clipped from.10-15% more framerate with VRS while PS5 looks overall >15% higher resolution in both 60fps modes. Easily noticeable without zoom using 2 identical scenes (source VGTech).
I know it's not a discussion most want to hear about. They want to think VRS is a miraculous tech that is going to dramatically improve all parts of a game without downsides. But VRS is a sharp trade-off, one many wouldn't want in their game, it's not a silver bullet.
I know it's not a discussion most want to hear about. They want to think VRS is a miraculous tech that is going to dramatically improve all parts of a game without downsides. But VRS is a sharp trade-off, one many wouldn't want in their game, it's not a silver bullet.