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Dmitry Zhdan (Devtech Engineer, NVIDIA)
Lei Yang (Sr. GPU Graphics Architect, NVIDIA)
Location: Room 205, South Hall
Date: Friday, March 22
Time: 1:30 pm - 2:30 pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Topic: Programming
Format: Sponsored Session
Vault Recording: Video
Audience Level: All
This talk discusses variable rate shading feature in Turing that allows applications to vary the number of pixel shader invocations to dynamically adapt the shading rate per screen space tile. For coarse shading, this has been implemented to improve performance on forward renderered lighting passes. NVIDIA will give an overview of different algorithms that have been adapted to use this feature, including NVIDIA adaptive shading, and discuss API support. NVIDIA will use the recent integration into ""Wolfenstein II: The New Colossus"" as a specific example. The following topics will be covered:
- Introduction to variable shading rate
- API support
- Color and motion adaptation methods
- Implementation with minimal overhead
- Stabilizing shading rates
- Integration details - tips & tricks
- Trade-off between performance and quality
NAS can be helpful for engines based on Forward+ technology. High DPI displays become more and more popular and taking into account angular pixel size and nature of our eyes it can provide performance gains without significant quality loss. NVIDIA Adaptive Sampling opens the door to 8K gaming wider.
Graphics Programmers