Monday, March 4th 2019

AMD Patents Variable Rate Shading Technique for Console, VR Performance Domination

While developers have become more and more focused on actually taking advantage of the PC platform's performance - and particularly graphical technologies - advantages over consoles, the truth remains that games are being optimized for the lowest common denominator first. Consoles also share a much more user-friendly approach to gaming - there's no need for hardware updates or software configuration, mostly - it's just a sit on the couch and leave it affair, which can't really be said for gaming PCs. And the console market, due to its needs for cheap hardware that still offers performance levels that can currently fill a 4K resolution screen, are the most important playground for companies to thrive. Enter AMD, with its almost 100% stake in the console market, and Variable Rate Shading.

As we've seen with NVIDIA's Turing implementation for Variable Rate Shading, this performance-enhancing technique works in two ways: motion adaptive shading and content adaptive shading. Motion adaptive shading basically takes input from previous frames in order to calculate which pixels are moving fast across the screen, such as with a racing perspective - fast-flying detail doesn't stay focused in our vision so much that we can discern a relative loss in shading detail, whilst stationary objects, such as the focused hypercar you're driving, are rendered in all their glory. Valuable compute time can be gained by rendering a coarse approximation of the pixels that should be in that place, and upscaling them as needed according to the relative speed they are moving across the frame. Content adaptive shading, on the other hand, analyzes detail across a scene, and by reducing shading work to be done across colors and detail that hasn't had much movement in the previous frame and frames - saves frame time.
This particular technology is one of those that makes all the sense for AMD to implement in their architecture, because these are sure ways of gaining performance and frametime levels with minimal compromises in image quality. This is a particularly important aspect in the svelte GPU world of consoles - yes, performance is extracted much closer to the metal, but remember, an Xbox One X is currently rendering full 4K games with a GPU that's much closer to an RX 580 in performance than to an RTX 2070 - a graphics card that can't run Anthem at the same 4K Medium settings that the Xbox console can (without RTX). NVIDIA themselves have said that in certain scenarios, the GTX 1660 Ti delivers 1.5x higher frame rates compared with the GTX 1060 - solely due to the application of VRS.
Not only in letting consoles achieve much higher pixel density does this tech work, but it can also allow for a performance democratization for VR, where higher frames per second are necessary to offset some side effects of that kind of gaming - and where Sony seems to be betting on as an evolutionary focus in the years to come. It remains to be seen whether or not AMD is able to implement this tech for Navi, but the upside is too great, and the patent too timely, for it not be deployed - at least in AMD's custom silicon for the next generation of consoles.
Sources: AMD Variable Rate Shading Patent, PCGamesN
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39 Comments on AMD Patents Variable Rate Shading Technique for Console, VR Performance Domination

#26
notb
TheGuruStudIt counts as a waste of money and resources...like xbone.
Why exactly?
It's mobile. It's a great upgrade from phones without the disadvantages of a normal console. And compared to something like Xbox One S or PS4, it's actually not a bad performer.

And as a gaming gadget at home? Imagine you don't want a TV and you don't own a monitor. Excellent. Imagine you don't live alone and you can't access the TV as frequent as you'd like - fantastic.

I don't like the game choice on Switch, but the hardware is great. It's precisely what I'd like the "streaming-focused" next-gen Xbox to look like. Fingers crossed.
moproblems99I'd consider it a handheld like a GameBoy.
Does a laptop count as a PC? And what about tablets? :-)
Posted on Reply
#27
Nkd
notbWhy exactly?
It's mobile. It's a great upgrade from phones without the disadvantages of a normal console. And compared to something like Xbox One S or PS4, it's actually not a bad performer.

And as a gaming gadget at home? Imagine you don't want a TV and you don't own a monitor. Excellent. Imagine you don't live alone and you can't access the TV as frequent as you'd like - fantastic.

I don't like the game choice on Switch, but the hardware is great. It's precisely what I'd like the "streaming-focused" next-gen Xbox to look like. Fingers crossed.

Does a laptop count as a PC? And what about tablets? :)
You are right its for select people. But as far as imagining not having a tv or monitor that's hard to do. Most people have them, that is one of the reasons Switch has its purpose but it won't destroy other consoles and game collection will be limited. No doubt its neat little gadget but its not for everyone.
Posted on Reply
#28
ExV6k
ArbitraryAffectionPascal series GPUs aside from GP100 cannot do 1:1 FP16. They use a dedicated Fp16 core and only 1:32 speed of Fp32. It's that fact that half precision is completely crippled on 10-series graphics cards. I also believe it is the same on Maxwell, and probably Kepler too. Pre-GCN4 parts also (I believe) cannot do it. (Might be wrong).
I believe Maxwell can actually promote FP16 ops to FP32 and effectively execute them at the same speed.
When it comes to Pascal, I believe FP16 is crippled to 1/64 FP32, NVIDIA somehow disabled FP16 to FP32 promotion, might be wrong, though.
Posted on Reply
#29
sergionography
Vayra86I love how the 'step up to 4K' suddenly means we're accepting all sorts of actual visual degradation.

Hint: the reason we accept it, is because the pixel density is so high that we can't see the detail most of the time.

Conclusion: might just as well stick to 1080p at proper, actual detail settings as intended. No scaling problems, lower cost, higher FPS. Win Win Win in my book.
Actually most of the details added in games are useless and developers are often sloppy about performance vs quality. Much of the ultra settings in games these days are just an extravagant amount of details or perks that are meant to just simply tax the hardware to the limit without exactly netting much results that are justified. Think of how no matter how overpowered the hardware is we are still able to make benchmarks that can result in 100% utilization, so when game developers are designing games with this mindset then no matter what we do the hardware will always feel limited (Crysis anyone?).
I remember taking a gaming development class and another one for game modeling, and for example; one of the most essential best practices was minimizing the polygon count to get the job done, and long story short, you would be surprised how easy it is to do a sloppy job that takes up twice or 3 times the polygons. Basically by the end of that class we were able to model the same things but with atleast half the number of polygons. This concept extends further to much of the design process and not just the polygons. 2% extra details for a 20-30% performance impact is just sloppy work. Zelda breath of the wild is a perfect representation of what is possible with proper game design.
Posted on Reply
#30
notb
NkdYou are right its for select people. But as far as imagining not having a tv or monitor that's hard to do. Most people have them, that is one of the reasons Switch has its purpose but it won't destroy other consoles and game collection will be limited. No doubt its neat little gadget but its not for everyone.
Yeah, I can agree most people have TVs. But how many of them have space and are willing to place a console nearby? I know this was a big problem in my case. We had to buy a much bigger TV table because the Xbox I wanted.
Monitors are disappearing from most homes. We have to accept that.
Switch has its purpose but it won't destroy other consoles and game collection will be limited. No doubt its neat little gadget but its not for everyone.
Why would Switch "destroy" other consoles? Of course it's made for a particular customer. But if you think it's a small niche, you're greatly mistaken.
In 2018 Nintento sold 17 mln Switches. This means they've almost matched PS4 (18mln). They have 35% console market share.

In case you don't know, there are around 40 mln desktop graphics cards sold yearly. This means, for example, that Nintento Switch beat AMD Radeon (by a decent margin).

But more importantly: what's with that war terminology? Don't people know other words these days? What happened to "supersede", "supplant" or even "replace"? :-)
Posted on Reply
#31
Manu_PT
londisteWe have no other games that use it at this point. Why would they never use it? FP16 is a few % boost, ASync is a few percent boost, there is a number of features that only provide a small boost if used yet they are used regardless.

Can you find any benchmark where Anthem is tested on 2160p medium or low?
Googling gives me only this for now: www.gpucheck.com/compare-game-gpu/anthem/amd-radeon-rx-580-vs-amd-radeon-rx-570/intel-core-i7-7700k-4-20ghz-vs-intel-core-i7-7700k-4-20ghz
17.5 at Ultra sounds about right but rest of the numbers are off.
Most reviews on different sites put RX580 average at 2160p Ultra around or just below 20 FPS. There is a noticeable performance boost from going from High to Medium. Xbox One X also has some slowdowns so it does not quite reach locked 30 FPS.
Literally the first video on youtube if you search for "rx580 4k anthem". It struggles to lock 30fps at low settings and a nice overclock.
Posted on Reply
#32
Rockarola
sergionography"Replace" "furthermore" with "supersede" or "supplant". :laugh::laugh:
You have an issue with a well-written post, utilizing proper English?
(you might understand this then)
IT MAKS U SEAM STOOPID LOL, KTHXBAI DOOD.
Posted on Reply
#33
BorgOvermind
" in certain scenarios " - they still use that ?

Certain scenario for nV means sponsored game on already optimized system and with specific driver. Probably they add weather into the mix too. Running such a system in Siberia will definitely get more FPS than running it in a random home.
Posted on Reply
#34
Vayra86
sergionographyActually most of the details added in games are useless and developers are often sloppy about performance vs quality. Much of the ultra settings in games these days are just an extravagant amount of details or perks that are meant to just simply tax the hardware to the limit without exactly netting much results that are justified. Think of how no matter how overpowered the hardware is we are still able to make benchmarks that can result in 100% utilization, so when game developers are designing games with this mindset then no matter what we do the hardware will always feel limited (Crysis anyone?).
I remember taking a gaming development class and another one for game modeling, and for example; one of the most essential best practices was minimizing the polygon count to get the job done, and long story short, you would be surprised how easy it is to do a sloppy job that takes up twice or 3 times the polygons. Basically by the end of that class we were able to model the same things but with atleast half the number of polygons. This concept extends further to much of the design process and not just the polygons. 2% extra details for a 20-30% performance impact is just sloppy work. Zelda breath of the wild is a perfect representation of what is possible with proper game design.
I don't think Crysis is the right example, but point taken and acknowledged, but that has no relation to my post really.

The visual degradation we see here is of another level:
> first we add loads of insignificant detail
> then we blur it up with temporal aa and resolution scaling, and now variable rate shading.
end result: noticeable dog poo.

Its a strange, strange world.
Posted on Reply
#35
John Naylor
While developers have become more and more focused on actually taking advantage of the PC platform's performance - and particularly graphical technologies - advantages over consoles, the truth remains that games are being optimized for the lowest common denominator first.
Saw that years ago with audio ... with the coming of the CD, almost all recording were mastered with the boom box in mind. When played on an audiophile system, folks who never had a preamps with more than a volume and balance button where trying to find solutions to muffle the bottom and top ends. A large portion simply stopped listening.
Posted on Reply
#36
Nkd
notbYeah, I can agree most people have TVs. But how many of them have space and are willing to place a console nearby? I know this was a big problem in my case. We had to buy a much bigger TV table because the Xbox I wanted.
Monitors are disappearing from most homes. We have to accept that.

Why would Switch "destroy" other consoles? Of course it's made for a particular customer. But if you think it's a small niche, you're greatly mistaken.
In 2018 Nintento sold 17 mln Switches. This means they've almost matched PS4 (18mln). They have 35% console market share.

In case you don't know, there are around 40 mln desktop graphics cards sold yearly. This means, for example, that Nintento Switch beat AMD Radeon (by a decent margin).

But more importantly: what's with that war terminology? Don't people know other words these days? What happened to "supersede", "supplant" or even "replace"? :)
You have valid points but monitors are disappearing from most homes? Unless it has a number attached to it, it doesn't have much value. I doubt people are not buying monitors. Gamers and professionals do and there are plenty of them.

As far as switch selling 17 million, you have to take in to account ps4 it towards the end of its life span, so PS4 still sold more towards end of its life span then Nintendo. Nintendo does not have an overall 35% market share, common! Like I said it has its place and good for Nintendo but it won't be in the league of PlayStation. Rightly so, because its not geared towards that kind of gaming, Nintendo is happy with what they are doing and there is nothing wrong with that. No one is arguing switch is not a good product, but it shouldn't be compared to play stations.
Posted on Reply
#37
Rockarola
NkdYou have valid points but monitors are disappearing from most homes? Unless it has a number attached to it, it doesn't have much value. I doubt people are not buying monitors. Gamers and professionals do and there are plenty of them.

As far as switch selling 17 million, you have to take in to account ps4 it towards the end of its life span, so PS4 still sold more towards end of its life span then Nintendo. Nintendo does not have an overall 35% market share, common! Like I said it has its place and good for Nintendo but it won't be in the league of PlayStation. Rightly so, because its not geared towards that kind of gaming, Nintendo is happy with what they are doing and there is nothing wrong with that. No one is arguing switch is not a good product, but it shouldn't be compared to play stations.
My 9 year old nephew loves the Switch, as he loves gaming but his parents wants to watch TV more than occasionally.
I'm building a (light) gaming system with him, just to allow his parents to watch Dr Who.
As for any console...I still have my PS2, 158 million sold, Sony got something right back in 2000.
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