Variable Rate Shading (VRS) is a new, easy to implement rendering technique enabled by Turing GPUs. It increases rendering performance and quality by applying a varying amount of processing power to different areas of the image. With VRS, single-pixel shading operations can now be applied to a block of pixels, allowing applications to effectively vary the shading rate in different areas of the screen. VRS can be used to render more efficiently in VR by rendering to a buffer that closely approximates the lens corrected image that is output to the headset display. VRS can also be coupled with eye-tracking to maximize quality in the foveated region.

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