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Variable Rate Shading, Tales from the Trenches on Series X|S

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Today we are pleased to present a talk from Martin Fuller, Principal Graphics Engineer at Microsoft's Advanced Technology Group.

This talk details best practices for implementing Variable Rate Shading (VRS) on PC and Xbox. Console case studies include Gears5, Doom Eternal and early work by The Coalition on Unreal Engine 5. We share various tips and tricks for optimising your implementation, preserving quality, supporting DRS and handling high dynamic range rendering. We show that counterintuitively, VRS can actually improve overall scene quality. The talk concludes with some deep technical advice for Xbox Series Consoles.

View this talk on Youtube.

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