The AMD RDNA™ 2 graphics architecture brings support for DirectX® 12 Ultimate and several new features for use by game developers.
Variable Rate Shading is one of these new features. VRS allows developers to reduce time spent in pixel shader-heavy render passes by lowering the number of pixel shader threads that need to get launched in the frame.
Engineer Stephan Hodes provides a short description how VRS works, and how AMD’s FidelityFX Variable Shading technique can assist with integrating VRS into your engine.