VRS: Variable Rate Shading *spawn*

VRS is still needed. But it’s on the 3D pipeline as opposed to compute. If developers are making compute based VRS more power to them, but not all engines or studios can, so having these features on the 3D side are still critical to be there.
 
Now that we've had some more time to reflect on the entire concept, I assume that HW VRS was not ever meant to take off in AAA games graphics space. The feature was on fragile grounds for existence with deferred renderers being the common setup but the plans of many converting to a compute-based shading pipeline ultimately proved to be a fatal combination ...

It'll be interesting to observe the latest upcoming iteration of id Tech as it's one of the last holdouts left that shipped AAA games with forward rendering. I surmise that the rationale for not seemingly implementing VRS in the recent Forza Motorsport reboot was due to the possibility that they moved to a deferred renderer in their ForzaTech engine which strongly coincided with the lack of MSAA support and eventually they too want to use compute shaders as much as they can or already are ...
 
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How did it perform and look in hitman?

What about Warcraft and Valor?

Don't remember ever seeing any independent analysis on them in terms of vrs impact.
 
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