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@Calinou Calinou commented Nov 21, 2022

Marked as draft, as I haven't been able to use VRS successfully so far (despite godotengine/godot#68710). It doesn't give me the expected visual result, with 2D rendering and geometry edges also being affected when they shouldn't. Getting VRS to work correctly is needed so I can create comparison screenshots and performance figures.

Edit: I got VRS working on NVIDIA, so I was able to add screenshots and a performance comparison.

Nonetheless, the text portion of the documentation is ready for review.

Testing project: test_vrs.zip

@Calinou Calinou added enhancement content:new page Issues and PRs related to creation of new documentation pages for new or undocumented features topic:rendering labels Nov 21, 2022
@Calinou Calinou requested a review from BastiaanOlij November 21, 2022 10:54
@Calinou Calinou force-pushed the add-variable-rate-shading branch from 52fc7c1 to 743bc3a Compare December 6, 2022 00:32
@skyace65 skyace65 added the area:manual Issues and PRs related to the Manual/Tutorials section of the documentation label Jan 13, 2023
@Calinou Calinou marked this pull request as ready for review January 19, 2023 23:11
@Calinou Calinou force-pushed the add-variable-rate-shading branch from 743bc3a to 4efbf78 Compare January 19, 2023 23:11
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Calinou commented Jan 19, 2023

This PR is now ready for review. Changes since the last revision:

  • Mention VRS being usable with any antialiasing technique.
  • Mention mobile GPUs that support VRS.
  • Add screenshots of textured and untextured scene, with and without VRS.
  • Add performance comparison at various viewport resolutions.
  • Add a note about the Compatibility rendering method not supporting VRS.
  • Add tip about mipmap LOD bias to reduce blurriness when enabling VRS.

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@BastiaanOlij BastiaanOlij left a comment

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This looks great to me, did make me realize we should expose some of the GPU capabilities through the render server, it would be nice to be able to query in code whether things like VRS, Multiview, compute shaders, etc. are supported by the platform so the developer can adjust accordingly.

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Needs a rebase

@Calinou Calinou force-pushed the add-variable-rate-shading branch from 8ac9f32 to 8b0c550 Compare February 22, 2023 17:15
@YuriSizov YuriSizov merged commit 9f2470d into godotengine:master Feb 22, 2023
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Thanks!

@Calinou Calinou deleted the add-variable-rate-shading branch February 22, 2023 17:38
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