Martin Fuller from Microsoft’s Advanced Technology Group will show you how and when to use VRS in your game development process to speed up your deferred lighting calculations.
This talk details a new technique for selectively reducing the frequency of deferred or post processing calculations in different areas of the screen. This win is achieved by exploiting the duplication of values in the g-buffer produced by Variable Rate Shading. The talk begins by detailing the first version of this technology shipped in Gear5 by The Coalition. We then detail a new algorithm that can halve deferred lighting time with no visual quality loss, and may be applied to many other deferred passes. Finally we present a post process ‘de-blocking’ algorithm to remove the ‘VRS squares’ artefact as a post process.
Martin Fuller from Microsoft’s Advanced Technology Group is joined by Christopher Wallis from The Coalition and Philip Hammer from ID Software.
This talk details best practices for implementing Variable Rate Shading on Xbox Series consoles. Case studies include Gears5, Doom Eternal and early work by The Coalition on Unreal Engine 5.
Aquí:
https://www.microsoft.com/en-us/software-download/gdk