New NVidia driver has Variable Rate Super Sampling

Only forward renderers, apparently. That would rule out Elite (as well as other common (EDIT: ...modern...) builds of major engines).
 
The max frame rate looks interesting

And it's nice to see the tensor cores being used to boost VR supersampling performance

Maybe fdev can get added to the DLSS or VRSS driver list for next update.
 
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The max frame rate looks interesting

Oh yeah actually. I skipped over that first time round, not having a laptop battery to worry about. But if I'm reading that right, it might help out FreeSync to tear the screen less. FreeSync never seemed to work for me before, but I'll give that one a try.

And it's nice to see the tensor cores being used to boost VR supersampling performance

Maybe fdev can get added to the DLSS or VRSS driver list for next update.

Can always hope, but it sounds unlikely we'll get VRSS soon given what jojon said :/
 
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Can always hope, but it sounds unlikely we'll get VRSS soon given what jojon said :/

I hear a report of the "Fixed Foveated Rendering" feature in Pimax's drivers working with Elite, and I am pretty sure that feature is a use instance of NVidias VRS Helper, so all hope is not lost, by the sounds of it. :7

LATE EDIT: There is a noteworthy difference, though, which is that the above is with a lot of supersampling, and VRS reducing sample rate where it feels free, whereas the new VRSS is apparently starting from no supersampling, and applying MSAA where it matters most, increasing sample rate... so due to the reliance on MSAA, the latter should still be unsuitable for deferred rendering pipelines, but I'd argue that the former is preferable at any rate, for VR, since after that rendering, we still have lens-compensation-and-fitting-to-the-resolution-of-the-display-panels to contend with (EDIT2: …that is: We want the full spatially sampled resolution all the way to the final step, for better precision, and not already "baked down" into a lower one).
 
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Well if I'm wrong then I apologize but read it was a feature on RTX cards myself.
You're probably right. I don't know much about these things. I just browsed briefly whilst the driver was downloading. As far as I can tell, despite Turing architecture (all just words to me, really), 16 series cards differ from 20 series cards with regard to Ray Tracing. But my knowledge is as vague as my comment, so I don't really know.

If you are wrong, don't apologise; unless you work for Nvidia. :unsure:
 
Can always hope, but it sounds unlikely we'll get VRSS soon given what jojon said :/

DLSS support is unlikely either, especially considering the shift to post-processing sharpen filters that generally provide better IQ, a lower performance hit, and broader compatibility (works on anything and doesn't required any training profile from NVIDIA).

This option is only on the new RTX GPU.

It should be available on all Turing parts.

As far as I can tell, despite Turing architecture (all just words to me, really), 16 series cards differ from 20 series cards with regard to Ray Tracing. But my knowledge is as vague as my comment, so I don't really know.

16 series Turing parts lack Tensor and RTX cores, but they have the same basic shader and FP16 capabilities as the 20 series Turing parts. They can't do hardware accelerated DXR/RTX or DLSS, but can use VRS and VRSS.
 
Could Frontier add support for this in the future, or is it just not at all compatible with the game engine?

I do not see why Frontier should program for a proprietary vendor locked environment. They do also have to support xbox and PS4. These platforms neither use Nvidia technology.
 
DLSS support is unlikely either, especially considering the shift to post-processing sharpen filters that generally provide better IQ, a lower performance hit, and broader compatibility (works on anything and doesn't required any training profile from NVIDIA).



It should be available on all Turing parts.



16 series Turing parts lack Tensor and RTX cores, but they have the same basic shader and FP16 capabilities as the 20 series Turing parts. They can't do hardware accelerated DXR/RTX or DLSS, but can use VRS and VRSS.

This is what I saw, says right there, need RTX card. https://www.techradar.com/uk/news/n...MOoT8IDT3LjoBiow4OXKp7cPXuECYugJtUbZODipaKwvg
 

While I don't have any 16 series parts on hand to check for myself, I believe TechRadar is mistaken. Everything from NVIDIA just says Turing and there isn't any hardware reason for the GTX 16 series to not support VRSS...it quite explicitly supports VRS, which is what VRSS is based on. It's possible that NVIDIA has artificially limited the feature to the RTX parts for segmentation or performance reasons, but this would be unusual and possibly overrideable.
 
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