Just a question about Tier 2 VRS, I watched the digital foundry video on gears 5 and it left me wondering, if I understood it correctly Tier 2 VRS uses an edge detection algorithm in part to determine which regions need increased resolution before the image is shaded, but how does it do an edge detection on an unrendered image?
IIRC, that is game dependent and not entirely part of VRS. So it's not "Tier 2 VRS uses an edge detection algorithm", it's "Gears 5 uses an edge detection algortihm". With VRS Tier 2, you can specify what shading rate you want within a draw call, so one item can be full while another is 1:2. It's up to the developers to determine what the appropriate shading rate they want is.
Technical Blog directly from Microsoft in 2019 on VRS @ https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/
https://www.eurogamer.net/articles/digitalfoundry-2020-gears-tactics-tech-analysis
They = The Coalition
Well, apparently the changes are down to using what is known as Tier Two variable rate shading. Gears Tactics uses Tier One, which allows developers to specify the shading rate per draw call, while Tier Two allows for more granular control within a draw call. This allows more precise control over which parts of the screen are adjusted. They use an edge detection filter to figure out the rate of shading and can vary it across the screen in a series of 8x8 tiles. In this case, using VRS basically saves five to 12 per cent of rendering time per frame which leads to a higher average resolution, making for a sharper looking game. Artefacts from VRS are not completely eliminated with Tier Two, but they're very hard to discern.
VRS Blog said:Developers won’t have to choose between techniques
We’re also introducing combiners, which allow developers to combine per-draw, screenspace image and per-primitive VRS at the same time. For example, a developer who’s using a screenspace image for foveated rendering can, using the VRS combiners, also apply per-primitive VRS to render faraway objects at lower shading rate.