Does VRS benefit from higher framerates? Can it, for example, shade an area at higher precision one frame, lower precision the next, rinse and repeat? That's assuming a texture that's not as uniform as the sky, but not as varied as a face - maybe something like a few square feet of pebbles.
I'm just wondering if in that sort of scenario, some artefacting would be perceptible at 30fps, less so at 60, and then barely at all at 120.
I would worry it would come across as texture shimmering everywhere, think of TXAA, but now apply it to whole surfaces instead of the edge. Not ideal.
The goal of VRS is just a tool in which you can variably change the shading rate.
By design it saves performance because it uses 1 calculation to spread over more pixels. But that doesn't mean it's purpose by design is necessarily only to save frame rate.
There are a great deal of many optical techniques that would benefit from this as like depth of field etc, that are costly calculations to perform that can be estimated fairly well by using something like VRS.
I would say that VRS has a larger and less perceptible impact as the resolution gets higher. As the smaller the pixels become the more likely they are to be the same colour anyway to represent the same things. So save some calculations and spread. Once you get into extreme high fidelity you can still have VRS just ignore those areas and target the areas further back.
Not directed to you:
Developers when they get handle on using VRS more, I can see it being applied to scenarios where typically they get poor performance from the algorithms and VRS is a good fit for an estimation of that effect at a significantly reduced cost.
There is nothing wrong with VRS, just like there isn't anything wrong with the multitudes of anti aliasing techniques. If people only accepted the absolutely best quality of AA, we would never have left super sampling anti aliasing. Clearly there is more than significant appetite for these types of techniques that can compromise some image quality and claw back significant performance depending on the job you require it to do.
And not all games support dynamic resolution scaling. So that should be kept in mind. If you're posturing for PS: having nightmares about Hitman3 being down 44% of pixels. With VRS its possible they could have run the 4K. Just an idea to throw out there before people dismiss VRS.
As for hardware vs software VRS. GE and VRS are both done on the 3D pipelines. So that's something to take note of. That means you'll ultimately end up using the rasterization step. These are nice customizations, but developers who have both talent and resources to roll entirely compute based solutions will skip over this in favour of their own custom compute methods.