The advent of property reforms on the market does not mean the advent of Track Ray in real time for PCs and games, but it also brought other important improvements and much less can be said. We refer to Exchange Rates variable or VRS, a special feature of Turing's innovative design and promises to increase performance by a factor of zero, but what exactly and how does it work?
Energy consumption is just as important as energy. It is useless in gaming to solve performance and muscle-based performance problems, so both developers like AMD and NVIDIA are looking for ways to build each frame produced and represented by the GPU.
VRS comes in this way and has been adopted so strongly that AMD is already working on its final launch.
Vertical Switching (VRS): flexibility in operational performance without losing quality
VRS is not just a practice of doing what is called variable speed shading. So far, when the binding process had to be performed on each pixel, it received full support throughout its frame.
But actually the human eye does not focus its attention on the screen as a whole, but on some important points, so why make the perfect shade and at the same time the whole frame?
Logically, blurring each frame has an effect on performance, so VRS allows you to dynamically control the blur speed specified in regions of 16 x 16 Pixels
Each region of that size can have a different shading rate, which allows developers to tend to two slopes individually: improve performance and improve quality.
New algorithms for new operations
Split the screen into smaller pixels of 16 pixels has the advantage that we have a range of functions available to use. New algorithms used in new engines and APIs allow developers to increase shading speed and increase image quality.
They can now work with up to 7 different options ranging from 1 x 1 Pixels up to 4 x 4 pixels. These options are ideal for each region of 16 x 16 pixels, so, the manufacturer always chooses the scale he likes most and most of all, when he is interested in doing so.
A rectangle can have a completely different shade for each region of 16 pixels, allowing you to work a triangle on a single triangle with different speed. Do not confuse rotation rate (the ratio of shading) at visual rate (rate of visibility), because they are different and now thanks to VRS they can be used alone.
This new approach is very interesting in virtual reality, where we have a screen that is very close to our eyes and the focus of our POV and FOV is very important.
In addition, VRS does not require standardized or similar scaling, because it works in traditional resolution, so the benefits will be applied to any screen or VR mirrors.
In summary, the longer the shading action becomes, the more advantage the acquisition of this method provides, the more exciting it is because the frequency is different and that is why little is known about this new feature.
Post Variable Rate Shading (VRS), thus NVIDIA gaming performance first appeared on HardZone.