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Variable Rate Shading Tier 1 With DirectX12 From Theory to Practice (Presented by Intel)

John Gibson (CEO, Tripwire)

Marissa du Bois (Developer Relations Engineer, Intel)

Kai Wang (TBD, Intel)

Location: Room 2011, West Hall

Date: Wednesday, March 18

Time: 3:30pm - 4:30pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: TBD

Audience Level: Advanced

10th Generation Intel® Core™ Processor Architecture (codenamed Ice Lake) with Gen11 Graphics supports the DirectX12 Tier 1 Variable Rate Shading (VRS) capability. We'll walk you through an integration of Tier 1 VRS with a AAA game engine and it's forward and deferred rendering pipeline with examples of the performance and quality trade-offs. We'll also provide recommendations for the use of Tier 1 VRS based on our experience.


Developers will learn where & when to leverage VRS, performance vs. quality trade-offs, and High-Level Unreal Deferred/Forward Rendering Architecture.

Intended Audience

Graphics Engineers & ISVs