The idea is the computer can make more intelligent decisions about texturing to “render larger, more detailed textures, while using less video memory.” This also helps avoid issues like stuttering.Īgain, we’re talking about more efficient use of the GPU, which can help boost frame rates, overall. Sampler Feedback is also about improving how a game loads in its textures (the surface details on video game objects).
“And reuse the objects colors as calculated in previous frames.” “We can more efficiently shade objects that don’t change from frame to frame,” NVIDIA explained. Again, this is all about rendering game scenes more efficiently. Sampler Feedbackįinally, we get to sampler feedback. The overall result should be that graphics cards can maintain a higher frame rate without sacrificing noticeable detail, as fewer triangles are being drawn at any given time. This is an ideal technique in a scene with tons of random objects, like the asteroid belt in the video above. This video uses objects with 10 different levels of detail, from objects that are right in front of you, to low-level asteroids off in the distance. Nearly everything you see onscreen is a set of tiny triangles clustered together to create a recognizable figure or object.Ĭheck out Nvidia’s Asteroids Mesh Shaders Demo video above to get a sense of what it looks like. Objects that are farther away are drawn with fewer triangles, as they require less detail. (For those who are unaware, triangles are the base unit of 3D graphics.) Primary objects will have finer detail, which basically means they’ll have more triangles in their makeup. It determines what needs to be in a scene, and how much detail it needs (the level of detail, or LOD). This feature allows game developers to create highly detailed worlds without overloading the CPU, as NVIDIA explains in this video. Similar to variable rate shading, mesh shaders also help the system work more efficiently. Improved efficiency promises even better visuals and a faster gaming performance, overall. The overall effect shouldn’t be noticeable to the gamer, but it makes the computer’s job much more efficient. So, by reducing the shading rate of numerous pixels per frame, GPU workload is decreased, increasing performance.” For example, black pixels in a shadow look no different when the shading rate is reduced. “Developer-made algorithms identify pixels that the player can’t easily see and pixels that infrequently change or update, and use VRS to reduce the rate at which they are rendered (shaded).
It’s important that you see the car in front of you in full detail, but that tree or fence whipping by doesn’t need the same treatment. Imagine driving a car down the road in Forza Horizon or another racing game, for example. It shades the important parts of a gaming scene at full resolution, while the less important objects use less GPU power for shading. That process can be computationally expensive, however, which is where variable rate shading comes in. Shaders tell the system what each pixel’s coloring, brightness, and contrast should be.
Variable Rate Shading is another feature that was already in DX12. RELATED: What Does Real-Time Ray Tracing Mean for Gamers Today? Variable Rate Shading There will also be an option that gives game developers more control over ray tracing, rather than leaving it up to the system. With DX12 Ultimate, ray-tracing effects are supposed to be more efficient. It shows ray tracing in Minecraft, and the difference is insane. Be sure to check out the video above from NVIDIA. This means more realistic reflections and refraction in water, shafts of sunlight that look more photo-realistic, and shadows with greater visual depth.