This sample illustrates how to use variable-rate shading (VRS) to improve application performance. VRS adds the concept of subsampling, where shading can be computed at a level coarser than a pixel. For example, a group of pixels can be shaded as a single unit, and the result is then broadcast to all samples in the group. This is great for areas of the image where extra detail doesn't help—such as those behind HUD elements, transparencies, blurs (depth-of-field, motion, etc.), and optical distortions due to VR optics.
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