Games are pushing GPUs to render more pixels, faster, to deliver those amazing visuals we all want at ultra-high resolutions and framerates.
With the Turing architecture, we support a new feature called Variable Rate Shading (VRS), which is broadly accessible to developers since it’s built into DirectX 12, Vulkan, OpenGL, and DirectX 11 (NvAPI). With VRS, portions of the screen can be rendered a different levels of detail, focusing your GPU on the most important parts of the scene.
Using VRS, we created NVIDIA Adaptive Shading (NAS), which combines two forms of VRS into one content aware option, as in MachineGames’ Wolfenstein: Youngblood. In this fast first-person shooter, it can accelerate performance by up to 15%, with no perceivable visual quality loss.