Comments (2)
Variable rate shading would not improve the performance of most of the common graphics limiting factors:
- Draw Call counts
- PCIE transfers of Vertices, Textures and Parameters
It is only helpful in pixel shaders with complex calculations such as in procedural generators, particles, large numbers of texture lookups...
The main drawback is the loss of stencil mask precision, most notably in the depth (Z) buffer making it unsuitable for many of the common shadow algorithms.
VRS is only available on DirectX 12 and Vulkan neither of which is generally implemented as of 3.8.1, greatly increasing the cross-platform complexity and non-parity.
Alternative
You could simply render your game to a RenderTarget
a 1/2 resolution on each axis and then draw it scaled to fit the screen.
from monogame.
VRS is an advanced rendering technique that is very unlikely to be of use to more than 0.1% of MG's user base. I don't think that we've ever seen a game made with MG that has this level of requirements.
Also, this is more within the scope of an engine, which MG isn't. MG is more about providing the building blocks to implement your own techniques than providing an actual advanced renderer.
from monogame.
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from monogame.