1/8/2024 0 Comments Vr supported gpuPixel shader executes once per sample at sample locations, generates unique shades for each covered sample. Pixel shader executes once per pixel at the center, generates only one shade and replicates this to the “covered” samples This stores which samples are covered by the current triangle and which are not. MSAA performs a single pixel shader execution and shares the value among the samples covered, whereas SSAA performs a pixel shader execution for all samplesįigure 2 below shows each pixel as a square and dots indicate sample locations within a pixel.īefore running Pixel Shaders, hardware generates a “coverage mask”. No finer control on shading rate – There is no way to perform 2x supersampling on a 4x MSAA buffer nor can we selectively shade objects based on the rendering region or any other criterionįigure 1: Image representation of pixel shader execution for MSAA and SSAA.SSAA is performance intensive – The pixel load scales linearly with the number of samples used.Though SSAA seems to be advantageous for visual quality, it has its own limitations: MSAA operates along the geometric edges, whereas SSAA operates even inside the geometry. On resolving, this results in higher visual quality & higher performance cost compared to MSAA. This results in each sample location having its own unique color value accurately computed. SSAA (Supersampling antialiasing) operates on the above principle as well, however the difference being it executes the pixel shader for all the covered samples. This multi-sampled buffer is then resolved into a final frame buffer addressing edge aliasing. The pixel shader is then executed once and the values are shared across the samples identified by the coverage mask. MSAA takes place in the rasterization stage of the pipeline – the triangle is tested for coverage at each of the ‘n’ sample points, building a 16-bit coverage mask identifying the portion of the pixel covered by the triangle. The available configurations for the buffers are 2x, 4x, 8x (nX – where ‘n’ denotes the no. This is facilitated by the usage of specialized multi-sampled buffers (render target). MSAA (multi-sample antialiasing) is an antialiasing technique used to mitigate aliasing over the edges of geometries. VRSS is completely handled from within the NVIDIA display driver without application developer integration. This can also be selectively engaged only if idle GPU cycles are available. Variable Rate Supersampling (VRSS) expands on Turing’s Variable Rate Shading (VRS) feature to deliver image quality improvements by performing selective supersampling. Image quality and minimal latency are still the key factors driving the immersive experience for VR users. There is an opportunity to tap the unused GPU cycles and harness that power to deliver better image quality. With the introduction of the revolutionary Turing architecture, mainstream GPUs can now deliver the performance required for VR experiences at native resolutions. Similarly on the software front, there has been a wave of content-rich applications and an emphasis on flawless VR experiences for the end user. The Virtual Reality (VR) industry is in the midst of a new hardware cycle – higher resolution headsets and better optics being the key focus points for the device manufacturers. For information about VRSS 2, see Delivering Dynamic Foveated Rendering with NVIDIA VRSS 2.
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