Velocity & Luminance Adaptive Rasterization | GDC 2022 | Intel Software

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This session is divided into three main sections. First, we introduce the new DirectX* 12 Ultimate variable rate shading API, including a summary of recent titles and literature that have taken advantage of tier 1 and tier 2 variable-rate shading. Second, inspired by research literature in the field, we share details of our implementation and optimization of content and motion-adaptive error metric as a demonstration in the DirectX 12 MiniEngine. Finally, we discuss our implementation's performance and quality trade-offs and share details on how to get access to our implementation.

VRS Tier 2 Velocity & Luminance Adaptive Rasterization with Microsoft Mini-Engine: github.com/GameTechDev/VALAR

Velocity and Luminance Adaptive Rasterization Using VRS Tier 2: intel.com/content/www/us/en/de...

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Velocity & Luminance Adaptive Rasterization | GDC 2022 | Intel Software
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