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Some info and ETA about Unity3D D3D12 VRS support?

Discussion in 'General Graphics' started by oscabrg, May 25, 2019.

  1. oscabrg

    oscabrg

    Joined:
    Jul 17, 2015
    Posts:
    21
    Hi,
    just interested with new D3D12 VRS (variable rate shading) after seeing GDC videos like:

    seems next step after dynamic resolution.. as instead a "fragment (shader) density map" indicates how coarsely to invoke fragment shaders..
    since GDC anouncement we have Nvidia drivers 430.xx supporting it on Turing..
    also GDC DX blog has slide with upcoming VRS support with Unity logo :
    https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/
    so just wanting to know if possible: how it will be delivered?
    via custom experimental build like DXR? will it be in upcoming 2019.3 alpha/beta cycle?
    thanks..
     
  2. GuitarBro

    GuitarBro

    Joined:
    Oct 9, 2014
    Posts:
    180
    Has there been any updates on this? Consider me interested.
     
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  3. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    Any updates as this technology seems to be able to provide a 10-20% boost in performance?
     
  4. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
    Which is partly lost in current DX12 implementations overhead then :) Of course in ideal case, Unity will some day get their DX12 perf on par with DX11 but even with recent work on 2020.2 with DX12 perf improvements, it's still behind.

    That being said, I'd welcome native VRS support any day as well.
     
  5. rquinones84

    rquinones84

    Joined:
    Apr 18, 2016
    Posts:
    11
    Ruchir likes this.