eastwood333
Banned
Maybe cause none of the games needed it? The fact that VRS invisible is a good thing, not a bad one.
Games can ALWAYS use better/more efficient ways of improving graphics at a lower cost.
Maybe cause none of the games needed it? The fact that VRS invisible is a good thing, not a bad one.
Disregard then i must be confusing it with checkerboard rendering. I stand by my point though that these early generation games done need VRS to hit thier targets.You're mistaken unless PS4 Pro was secretly using RDNA2 architecture several years in advance.
VRS...RDNA2 key features? When the tech was pioneered by NVIDIA?Actually it sharpens detail where it matters most, while blurring things that are less noticed/if noticed at all in the background.
Has nothing to do with Alex. It's one of the core new features in RDNA2 and onwards. Hellblade 2 was already shown to be using the feature in the trailer.
Graphics get better by better software,effiecient implementations.
What you just said is sheer nonsense and naïve.
I was confusing it with checkerboard rendering.Since when could the PS4 Pro do VRS?
Which is irrelevant when you have hit your target frame rate. If they target 30fps/4K and it can be achieved without VRS, why would they care about using it? It'd be useful if they fell short of their target frame rates and used it to claw back some extra performance. Otherwise, native res is still preferable.Games can ALWAYS use better/more efficient ways of improving graphics at a lower cost.
Only the best multiplats, which make up the majority of game release.I wonder when Digital Foundry does their analysis of Xbox Series X, they are going to find Xbox doesn't exhibit any evidence of software to play.
Ok that might not have been called for. Maybe.
It really was beta tested in the future!
Yes, the very first XSX game MS revealed at the 2019 game awards.... Hellblade 2 trailerWas ever noticed in XSX games? Serious question.
Ratchet running in native 4K looks amazing. I wouldn't think it needs VRS unless you wanted it 60fps and more advanced ray tracing. All these games are still in development so who knows what the release will look like. Any improvements would be that sweet cherry on topIt really was beta tested in the future!
We saw Ratchet gameplay.
I thought the resolution was wonky because of the cinematic black bars at the top and bottom of the image.Yes, the very first XSX game MS revealed at the 2019 game awards.... Hellblade 2 trailer
They used VRS for what was a clearly pre-rendered trailer? Really? Got a source?Yes, the very first XSX game MS revealed at the 2019 game awards.... Hellblade 2 trailer
Ratchet running in native 4K looks amazing. I wouldn't think it needs VRS unless you wanted it 60fps and more advanced ray tracing. All these games are still in development so who knows what the release will look like. Any improvements would be that sweet cherry on top
I don't follow?I thought the resolution was wonky because of the cinematic black bars at the top and bottom of the image.
Disregard then i must be confusing it with checkerboard rendering. I stand by my point though that these early generation games done need VRS to hit thier targets.
It's been confirmed to be "in-engine" Yes, watch the DF analysis of the Hellblade 2 trailer. They're really impressed by itThey used VRS for what was a clearly pre-rendered trailer? Really? Got a source?
I thought it wasnt 4k because of the black bars not VRS or was it both?I don't follow?
How was it noticed if there was no gameplay? What?Yes, the very first XSX game MS revealed at the 2019 game awards.... Hellblade 2 trailer
You mean it uses half the precision to render the same elements at half the computational costs saving on resources immensely. Kinda why DOOM Eternal runs so much better on cards supporting it than cards that do not.You might be thinking of FP16, kinda similar in that it aims to be more efficient by rendering certain elements with less precision, but half rate precision and VRS are very different in practice.
Which is irrelevant when you have hit your target frame rate. If they target 30fps/4K and it can be achieved without VRS, why would they care about using it? It'd be useful if they fell short of their target frame rates and used it to claw back some extra performance. Otherwise, native res is still preferable.
yes, watch the DF analysis of the Hellblade 2 trailer. They're really impressed by it
It's going to be in the game. MS has been touting VRS for a reason
I absolutely would. I have confidence that ps5 has VRS. There was the Activision designer who confirmed here on GAF, I think Rich was just saying that he didn't see ant evidence of it. I'm sure Twitter will get to the bottom of it.Why WOULDN'T you want 60fps and better ray tracing if there was a hardware tech that would help with that?
VRS reduces detail and sharpness.Improving graphics with sharper detail is irrelevant now? It's not just used to up framerates
The fuck? Dude do you reseach. VRS does the opposite of improving graphics. It uses less shadings in areas outside of the player's field of view to improve performance. Not the opposite. It's extra performance at the cost of parts of the scenes that don't suffer too much from less shading.Improving graphics with sharper detail is irrelevant now? It's not just used to up framerates
You mean it uses half the precision to render the same elements at half the computational costs saving on resources immensely. Kinda why DOOM Eternal runs so much better on cards supporting it than cards that do not.
Read my prior post, genius.VRS reduces detail.
The fuck? Dude do you reseach. VRS does the opposite of improving graphics. It uses less shadings in areas outside of the player's field of view to improve performance. Not the opposite. It's extra performance at the cost of parts of the scenes that don't suffer too much from less shading.
Digital Foundry claims "While the jury is still out in the absence of higher quality assets, what we've seen so far across the board shows little to no evidence of the use of variable rate shading - a technique Microsoft is championing as a key efficiency driver in next-gen rendering."
Speculation: This seems at odds with some who were claiming that PS5 had VRS because it's in RDNA2. If that's the case, is it possible the XSX could have a more advanced or higher version of RDNA2 as the PS5 shows no evidence of VRS, at least as of yet? Or is it possibly just a custom feature for XSX GPU...ergo not a standard RDNA2 feature? Or will other PS5 games show it on a per game by game basis in the future?
Link: https://www.eurogamer.net/articles/digitalfoundry-2020-ps5-reveal-does-it-deliver-the-next-gen-dream
Why use VRS when you got Geometry Engine? VRS is a retard tech that gimps the graphics and causes ladder effects and artifacts. And why talk about it when all are native 4K?
Da fuck??????The fuck? Dude do you reseach. VRS does the opposite of improving graphics. It uses less shadings in areas outside of the player's field of view to improve performance. Not the opposite. It's extra performance at the cost of parts of the scenes that don't suffer too much from less shading.
https://developer.nvidia.com/vrworks/graphics/variablerateshading[/QUOTE] "This fine level of control enables developers to deploy new algorithms that were not previously possible for optimizing shading rate and increasing image quality."
Why use VRS when you got Geometry Engine? VRS is a retard tech that gimps the graphics and causes ladder effects and artifacts. And why talk about it when all are native 4K?
... what? That’s like asking why use a seatbelt when you have airbags. Please use both. They have similar goals but are not the same in any way
VRS does not sharpen detail genius, it reduces detail. The point is to vary the rate of shading based on area of importance. If done right, you won't notice it if done poorly you will notice it.Read my prior post, genius.
VRS sharpens detail where it matters most to the naked eyes, while putting less detain in objects further away that are less noticeable/ if noticeable at all.
Again, XSX mesh shaders does what ps5s geometry engine does. Doest mean Hargett posted is false. Just , in other words, his implication from his statement is that VRS doesn't hold a candle to XSXs mesh shaders (ps5 Geometry Engine equivalent). The XSX has BOTH VRS AND mesh shaders. Mesh shaders on the XSX is more potent than VRS from my understanding too like Hargett implies, it's just nice to have both features, which are complementary and the sum is greater than the 2 features separately.
VRS does not sharpen detail genius, it reduces detail. The point is to vary the rate of shading based on area of importance. If done right, you won't notice it if done poorly you will notice it.
I would say it reduces sharpness but i would think detail is a product of asset management.VRS reduces detail and sharpness.
Sure everything has some support of it but nowhere near the same level. Everything after Fermi and before Turing has lousy FP16 performance. Apparently explains why pre-turing cards suck so much with DOOM Eternal.Nah I’m talking about FP16, which at this point everything supports but is not often used, or VRS. FP 16 is literally doing the maths at half rate, VRS, as the name implies, at work at any rate, even less than half rate, but it’s the rate of the shaders, not the rate of the maths being done
Yes sure, don't link the rest of it by all means;Da fuck??????
Variable Rate Shading
is a Turing feature that increases rendering performance and quality by varying the shading rate for different regions of the frame.
I would say it reduces sharpness but i would think detail is a product of asset management.
It is all about compromises. Reduce rendering load by reducing shading rate and detail of certain parts to gain in other places, just like checkerboard rendering and temporal reconstruction. All these tools like Primitive Shaders, VRS, Raytracing, Tessellation etc are optional graphics features that can be used at developer's discretion. Keyword here being optional.VRS free's up resources to improve other graphic's and is not just for stabilizing framerates.
I just posted a link of an Nvidia engineer explaining as much.
Well i guess it should be used sparingly when absolutely needed to maintain framerates.It partially gimps the whole resolution in parts of the frame shown. It's very visible in the last nvidia's demo of their $5,500 RTX8000 demo, to the point it's laughable.
Well i guess it should be used sparingly when absolutely needed to maintain framerates.