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- .. _doc_variable_rate_shading:
- Variable rate shading
- =====================
- What is variable rate shading?
- ------------------------------
- In modern 3D rendering engines, shaders are much more complex compared to
- before. The advent of physically-based rendering, real-time global illumination
- and screen-space effects has increased the number of *per-pixel* shading that
- must be performed to render each frame. Additionally, screen resolutions also
- have increased a lot, with 1440p and 4K now being common target resolutions.
- As a result, the total shading cost in scene rendering usually represents
- a significant amount of the time taken to render each frame.
- Variable rate shading (VRS) is a method of decreasing this shading cost by
- reducing the resolution of *per-pixel* shading (also called *fragment* shading),
- while keeping the original resolution for rendering geometry. This means geometry
- edges remain as sharp as they would without VRS. VRS can be combined with any
- :ref:`doc_3d_antialiasing` technique (MSAA, FXAA, TAA, SSAA).
- VRS allows specifying the shading quality in a local manner, which makes it
- possible to have certain parts of the viewport receive more detailed shading
- than others. This is particularly useful in virtual reality (VR) to achieve
- *foveated rendering*, where the center of the viewport is more detailed than the
- edges.
- Here's a scene rendered with rate shading disabled then enabled, using the
- density map linked at the bottom of this page:
- .. figure:: img/variable_rate_shading_textured_disabled.webp
- :align: center
- :alt: Variable rate shading disabled in textured scene
- Variable rate shading disabled in textured scene
- .. figure:: img/variable_rate_shading_textured_enabled.webp
- :align: center
- :alt: Variable rate shading enabled in textured scene (lower quality, but higher performance)
- Variable rate shading enabled in textured scene (lower quality, but higher performance)
- When used in scenes with low-frequency detail (such as scenes with a
- stylized/low-poly aesthetic), it's possible to achieve similar performance gains,
- but with less reduction in visual quality:
- .. figure:: img/variable_rate_shading_untextured_disabled.webp
- :align: center
- :alt: Variable rate shading disabled in untextured scene
- Variable rate shading disabled in untextured scene
- .. figure:: img/variable_rate_shading_untextured_enabled.webp
- :align: center
- :alt: Variable rate shading enabled in untextured scene (lower quality, but higher performance)
- Variable rate shading enabled in untextured scene (lower quality, but higher performance)
- Hardware support
- ----------------
- Variable rate shading is only supported on specific GPUs:
- **Desktop:**
- - NVIDIA Turing and newer (including GTX 1600 series)
- - AMD RDNA2 and newer (both integrated and dedicated GPUs – including Steam Deck)
- - Intel Arc Alchemist and newer **(dedicated GPUs only)**
- - Intel integrated graphics do not support variable rate shading.
- **Mobile SoCs:**
- - Snapdragon 888 and newer
- - MediaTek Dimensity 9000 and newer
- - ARM Mali-G615 and newer
- As of January 2023, Apple and Raspberry Pi GPUs do not support variable rate shading.
- Using variable rate shading in Godot
- ------------------------------------
- .. note::
- Both Forward Plus and Forward Mobile rendering methods support variable rate
- shading. VRS can be used in both pancake (non-XR) and XR display modes.
- The Compatibility rendering method does **not** support variable rate
- shading.
- In the advanced Project Settings, the **Rendering > VRS** section offers settings
- to control variable rate shading on the root viewport:
- - **Mode:** Controls the variable rate shading mode. **Disabled** disables
- variable rate shading. **Texture** uses a manually authored texture to set
- shading density (see the property below). **XR** automatically generates a
- texture suited for foveated rendering in virtual/augmented reality.
- - **Texture:** The texture to use to control shading density on the root
- viewport. Only used if **Mode** is **Texture**.
- For custom viewports, the VRS mode and texture must be set manually to the
- :ref:`class_Viewport` node.
- .. note::
- On unsupported hardware, there is no visual difference when variable rate
- shading is enabled. You can check whether hardware supports variable rate
- shading by running the editor or project with the ``--verbose``
- :ref:`command line argument <doc_command_line_tutorial>`.
- Creating a VRS density map
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- If using the **Texture** VRS mode, you *must* set a texture to be used as a
- density map. Otherwise, no effect will be visible.
- You can create your own VRS density map manually using an image editor, or
- generate it using another method (e.g. on the CPU using the Image class, or on
- the GPU using a shader). However, beware of performance implications when
- generating a VRS image dynamically. If opting for dynamic generation, make sure
- the VRS image generation process is fast enough to avoid outweighing the
- performance gains from VRS.
- The texture must follow these rules:
- - The texture *must* use a lossless compression format so that colors can be
- matched precisely.
- - The following VRS densities are mapped to various colors, with brighter colors
- representing a lower level of shading precision:
- +----------------------+--------------------------------+---------------------------------+
- | Density | Color | Comment |
- +======================+================================+=================================+
- | 1×1 (highest detail) | ``rgb(0, 0, 0) - #000000`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 1×2 | ``rgb(0, 85, 0) - #005500`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 2×1 | ``rgb(85, 0, 0) - #550000`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 2×2 | ``rgb(85, 85, 0) - #555500`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 2×4 | ``rgb(85, 170, 0) - #55aa00`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 4×2 | ``rgb(170, 85, 0) - #aa5500`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 4×4 | ``rgb(170, 170, 0) - #aaaa00`` | |
- +----------------------+--------------------------------+---------------------------------+
- | 4×8 | ``rgb(170, 255, 0) - #aaff00`` | Not supported on most hardware. |
- +----------------------+--------------------------------+---------------------------------+
- | 8×4 | ``rgb(255, 170, 0) - #ffaa00`` | Not supported on most hardware. |
- +----------------------+--------------------------------+---------------------------------+
- | 8×8 (lowest detail) | ``rgb(255, 255, 0) - #ffff00`` | Not supported on most hardware. |
- +----------------------+--------------------------------+---------------------------------+
- For example, this VRS density texture provides the highest shading density in
- the center of the viewport, and the lowest shading density in the corners:
- .. figure:: img/variable_rate_shading_texture_example.webp
- :align: center
- :alt: Example VRS density map texture, simulating foveated rendering
- Example VRS density map texture, simulating foveated rendering
- There are no size or aspect ratio requirements for the VRS density texture.
- However, there is no benefit to using a VRS density map that is larger than the
- viewport resolution divided by the GPU's *tile size*. The tile size is what
- determines the smallest area of pixels where the shading density can be changed
- separately from other tiles. On most GPUs, this tile size is 8×8 pixels. You can
- view the tile size by running Godot with the ``--verbose`` command line
- argument, as it's printed in the VRS debugging information.
- Therefore, sticking to a relatively low resolution such as 256×256 (square) or
- 480×270 (16:9) is recommended. Depending on your use cases, a square texture may
- be more suited compared to a texture that matches the most common viewport
- aspect ratio in your project (such as 16:9).
- .. tip::
- When using variable rate shading, you can use a negative
- :ref:`texture mipmap LOD bias <doc_resolution_scaling_mipmap_bias>`
- to reduce blurriness in areas with reduced shading rate.
- Note that the texture LOD bias is set globally, so this will also affect
- areas of the viewport with full shading rate. Don't use values that are too
- low, or textures will appear grainy.
- Performance comparison
- ^^^^^^^^^^^^^^^^^^^^^^
- To give an idea of how much VRS can improve performance in theory, here's a
- performance comparison with the textured example scene shown at the top of this
- page. The VRS density map example present on this page is used.
- Results were captured on a GeForce RTX 4090 with the NVIDIA 525.60.11 driver.
- +---------------------+--------------+-------------+-------------------------+
- | Resolution | VRS disabled | VRS enabled | Performance improvement |
- +=====================+==============+=============+=========================+
- | 1920×1080 (Full HD) | 2832 FPS | 3136 FPS | +10.7% |
- +---------------------+--------------+-------------+-------------------------+
- | 2560×1440 (QHD) | 2008 FPS | 2256 FPS | +12.3% |
- +---------------------+--------------+-------------+-------------------------+
- | 3840×2160 (4K) | 1236 FPS | 1436 FPS | +16.2% |
- +---------------------+--------------+-------------+-------------------------+
- | 7680×4320 (8K) | 384 FPS | 473 FPS | +23.1% |
- +---------------------+--------------+-------------+-------------------------+
- In terms of performance improvements, variable rate shading is more beneficial
- at higher target resolutions. The reduction in visual quality is also less
- noticeable at high resolutions.
- .. note::
- For non-VR games, you will probably have to use a less aggressive VRS texture
- than what was used in this example. As a result, the effective performance
- gains will be lower.
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