Foveated rendering - VRSS support

Guys, here a way to improve Enscape quality without any coding work on your side. At least for those of us with eye-tracking headsets.

NVIDIA Variable Rate Supersampling (VRSS) leverages NVIDIA Variable Rate Shading (VRS), a key feature in NVIDIA’s Turing architecture, to increase VR image quality while maintaining high performance. And developers don’t have to write a single line of code to use it.”

Please consider applying to have Enscape support this:

Apply here:

https://developer.nvidia.com/vrworks/graphics/variablerateshading/vrss_application

Thank you for your feedback.

Since we are making use of Vulkan, not DirectX 11 which is required for VRSS to work, this may not be supported anytime soon. Perhaps NVIDIA is able to implement a (similar) solution for Vulkan-based applications as well in the future, but for now, there seems to be no compatibility I’m afraid.

I’ve still forwarded your feedback accordingly, to also keep an eye on its further progression.

Darn - would have been nice. Thanks for the insight.

Read some more about it. You’re right. VRSS (super sampling) isn’t supported on Vulcan, however VRS (shading) is supported on Vulcan. See: https://developer.nvidia.com/vrworks/graphics/variablerateshading

So maybe some poerformance could be gained with VRS.

I’ll also forward that alongside - We’ll check the feasibility of it.

Thanks Demian!

Should be almost effort-less to enable VRS to improve performance further. I read over on the Varjo blog that “the huge benefit is that apart from providing a shader rate coefficient matrix, the application does not have to be modified”.

Any news on that front Demian?