Apply Nvidia VRSS, Zero-Effort Way to Improve Your VR Image Quality
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Wing
TLDR: Better performance, better frame rate, better image quality, zero developer effort needed. For Turing GPU.
I just copy from Nvidia Blog because Nvidia explained it very good.
Variable Rate Supersampling (VRSS) expands on Turing’s Variable Rate Shading (VRS) feature to deliver image quality improvements by performing selective supersampling. This can also be selectively engaged only if idle GPU cycles are available.
VRSS accomplishes this through fixed foveated super sampling, increasing the shading rate in the center mask region of the screen, while keeping the sampling rate unchanged in the peripheral region. The center mask region can be super-sampled up to 8x to optimize image quality. VRSS is completely handled from within the NVIDIA display driver without application developer integration.
Developers do not have to write any code to integrate VRSS they simply need to submit their VR game or application to NVIDIA for VRSS testing.
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NVIDIA VRSS, a Zero-Effort Way to Improve Your VR Image Quality
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Ruuubick - Designer
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Foxx
This is Completed Tupper - VRChat Head of Community
Jasper Raine
My only concern is for people on other brands of graphics cards. I have no idea if vrss is compatible with things like AMD graphics cards. Generally when something is made for NVidia cards it just doesn't work on AMD.
`Squishy
I've seen similar reports to Ghostt's findings, but at the same time this isn't something that needs to be "implemented" into VR-Chat, all that's needed is to contact Nvidia to get added to the list of applications in the driver.
Even so, I've personally got very little interest in this tech for VR-Chat until it can do the reverse and offer performance enhancements rather than image quality enhancements at the cost of performance. I run VRC on a Ryz-3700x and a RTX-2070-Super, and whilst it handles the game beautifully, I'm still in re-projection mode far more often than I ever see 90 or 120fps. VR-Chat isn't really an application that benefits much from super sampling, and nor does it have the performance breathing space to make practical use of it, even on some of the best machines.
owlboy
`Squishy: I have a few friends that are always supersampling. And when I have been able to do it, I do notice an increased crispness and clarity that I appreciate. I just can't do it much since I'm still on a GTX970.
That all said, I agree with the comments here that this seems like early tech VRChat does not need to worry much about it. The supersampling built into SteamVR is fine. I guess that is a bummer for Oculus users though.
ghostt
I have tested the implementation of VRSS in Boneworks and in Pavlov VR (reading multiple tutorials, trying different MSAA levels and resolutions) and reached the conclusion that it currently doesn't improve performance/visual quality on my system.
(i5-4690k RTX2060s 16gb RAM)
While, in concept, i do think it is the future of better graphics/performance in VR, the current implementation leaves a lot to be desired. In my opinion, it would be better to wait until Nvidia improves the tech to finally implement it in VRChat.