Frenetic Pony
Veteran
The gains of a few milliseconds outlined in the presentation are certainly nowhere near the TSR's x factors, so the only realistic use case for VRS in games with advanced graphics should be in conjunction with TSR. Regarding quality, I'd not say that VRS has any strengths, as it uses a regular pixel grid for low res samples, essentially functioning like integer upscaling by clustering pixels, which results in a very visible quality loss compared to native resolution. Another reason why it should work together with a temporal upscaler. However, given that you still need to render the high resolution gbuffer with VRS, more attractive alternatives may exist, such as rendering a coverage mask at a higher resolution and guide an upscaler with it to produce perfect high resolution edges, potentially providing even better scaling factors.
That's just for shading, temporal super resolution effectively undersamples a lot of other things as well. For VRS to match one to one you'd turn down rays per pixel, shadowmap resolution, etc. etc. until it matches the sampling resolution of the lower base resolution TSR operates at. Which, obviously, you can do and TAA can just upscale that stuff as normal.
And I believe your mistaken in how much performance TSR actually manages to claw back. Looking at a quick benchmark of Deathloop, DLSS Quality (1440p) goes from 16.6ms to Balanced (1080p) 14.9ms. That's a gain of just 1.7ms, while turning on/off VRS @1620p gains a ms here, without dropping RT, shadowmap, or any other setting. Yes DLSS has initially bigger gains, but we'd expect bigger gains from VRS the higher the base resolution is as well, as we'd tend towards exponentially more subshaded tiles, and probably a bigger gain from not overflowing available caches, 2080 is relatively better at 1440p than 4k as it is.
In an ideal scenario the only additional cost VRS has over TSR is the higher gbuffer fill, otherwise settings can be matched one to one, and VRS tile classification ends up cheaper than a lot of the upscaling algorithms. Meanwhile VRS is a much better option for image quality. Certainly the gbuffer overhead means VRS is always going to be more expensive 1 to 1, but for a given image quality target VRS alone will win on the higher end.
In a more realistic scenario we're likely to see exactly what we see in the presentation, TSR used to upscale say, 2:1 (1620p for 4k) which is generally the sweet spot for TSR in terms of avoiding major artifacts. Meanwhile VRS can still be turned on for another ms gain, getting you back as much performance as dropping the base resolution to say 1350p, and if spatiotemporally stochastic shading selection is used the image quality difference between VRS on/off will be almost non existent. That being said, Playground Games (Forza Horizon, Fable) are trying really hard to get VRS only to work (at least on Series X), as they like their image quality turned way up high.
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