Testing Nvidia's Multi-Res Shading In Shadow Warrior 2

There are a couple ways to improve graphics performance. Either you equip GPUs with more resources, adding brute force, or get creative and come up with efficiency optimizations. Nvidia's Multi-Res Shading technology is a good example of the latter.

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  • SockPuppet
    I honestly don't know how I feel about this tech. Hey, great. you figured out a way to downsample anything the user isn't directly "looking at". But everyone is different and unique.
    Reply
  • alextheblue
    Might be acceptable in VR if it made the difference between "playable" and "I'm feeling nauseous". But outside of that, no way. Too distracting. Also, it's another proprietary Nvidia technique. Why not just take it all the way and make a vendor-specific API, call it Glide Two.
    Reply
  • coolitic
    "Why not just take it all the way and make a vendor-specific API, call it Glide Two."

    You mean like Mantle? I sure hope you aren't saying that Nvidia would be doing something bad and AMD wouldn't. Nvidia's proprietary tech wouldn't be so popular if game devs had some competency and made their own similar tech.
    Reply
  • Jim90
    What's worrying/suspicious for this tech is that image quality at or near the screen centre gets degraded, certainly in examples above. This is something the tech is not meant to do.

    The principle is great and should be applauded but clearly needs some fine-tuning. We'll be using ideas like this all the time once proper focal rendering becomes the norm - both in VR and non-VR.

    There will never be a need to render at the fullest fidelity something outside the operator/gamer's focal area. Apart from spectators/commentators!
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  • michaelzehr
    It's likely that things on the border that might affect the visual appearance in the center could be addressed. (Perhaps by not reducing the processing fidelity for things that emit light or with certain types of reflections -- after all there must have a way of processing them if they're completely out of frame too.)

    What I'd be interested in is a blind test of this. In other words, do you notice the sword tip changing during play if you don't know you should look at it?
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  • thor220
    So in otherwards, it benefits 2k and 4k most but it degrades the quality to the point where you might as well just keep it at the lower resolution anyways.

    Nvidia need to seriously improve this tech before it can be considered an option.
    Reply
  • Joe Black
    So its basically a crafty mipmap'esque scheme right?

    Personally I found that my eye was drawn to the bits of the scene as they go from low to high, or high to low res shading. With the MRS off the stability of the entire scene is obvious. And in the stills it is clear that the degradation of quality starts very close to the viewpoint. That poor tree in the third set of stills is completely screwed up by the technique.

    It might make sense in VR, especially with eye tracking and sensible thresholds, but for 2.5D - Nope.
    Reply
  • Joe Black
    The changes are too obvious. In the video my eyes kept jumping to the points in the scene where the shading resolution was changing, much like with good old mipmap where we are all used to seeing trees pop as we come closer. In the stills it was obvious just how badly quality is affected - That poor tree in the 3rd set of stills... Eish...
    Reply
  • alextheblue
    19088178 said:
    "Why not just take it all the way and make a vendor-specific API, call it Glide Two."

    You mean like Mantle? I sure hope you aren't saying that Nvidia would be doing something bad and AMD wouldn't. Nvidia's proprietary tech wouldn't be so popular if game devs had some competency and made their own similar tech.

    Most of AMD's stuff either starts open source or becomes open source. Mantle became Vulkan. Nvidia's proprietary tech remains closed source and often exclusive to Nvidia hardware or crippled on competing hardware. Also your assessment about game dev competency is only partially true. Nvidia actually pays developers to use GameWorks, for example. Small developers in particular enjoy the cash. So yeah, if you step back and look at the big picture, Nvidia does some questionable stuff on the software side all the time. Their hardware is generally good though.
    Reply
  • huilun02
    I don't think this is a good idea even if limited to VR. We have eyeballs that move and can look all over the screen. They aren't pinned to the dead center of the screen where they will never notice the detail elsewhere. And as the final graph shows, MRS has a greater benefit the more underpowered your GPU is for the display resolution. "Omg a 27% increase in performance" yup if you're using a 1060 to play at 4k...
    Reply