《毁灭战士:黑暗时代》中的可变速率计算着色器.pdf

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《毁灭战士:黑暗时代》中的可变速率计算着色器.pdf

1、1VARIABLE-RATE COMPUTE SHADERSin DOOM:The Dark AgesMartin FullerPrincipal EngineerXbox Advanced Technology GroupPhilip HammerPrincipal Engine Programmerid Software2 2Motivation60 FPS on Xbox Series X|S,PlayStation 5+PC,recently also ROG Xbox Ally XMuch more complexity,more content,moreadvanced rende

2、ring featuresSee other talks!Compute expensive pixels only if reallynecessary3 3Recap:VRS in DOOM EternalidTech7 uses Clustered Forward+renderingHardware VRS on Xbox Series X|S(2022)(unsupported on base PS5 and many PC GPUs)Added with the Gen9 update along with Raytraced reflections,120 Hz mode,etcR

3、asterized Pass(VRS enabled)Rasterized PassBuild Clusters(Lights,Decals)Opaque Pass(Forward+)Depth PrepassDeferred PassesGPU Triangle Culling.Transp.Pass(Forward+)idTech7Compute VRS4 4Recap:VRS in DOOM EternalVRS is a great fit for forward renderingLots of expensive pixels avoided in DOOM EternalWatc

4、h Variable Rate Shading Update Xbox Series Consoles5 5Recap:idTech7 vs.idTech8 pipelineRasterized Pass(VRS enabled)Compute Pass(new in idTech8)Rasterized PassBuild Clusters(Lights,Decals)Opaque Pass(Deferred)Visibility PassDeferred PassesGPU GatherGPU Triangle Culling.Transp.Pass(Forward+)idTech8Def

5、erred TexturingTiled G-Buffer UpdateTiled Deferred LightingCompute VRSBuild Clusters(Lights,Decals)Opaque Pass(Forward+)Depth PrepassDeferred PassesGPU Triangle Culling.Transp.Pass(Forward+)idTech7Compute VRS6 6Recap:idTech8 Deferred RenderingVisibility Buffers+Deferred everythingOther DOOM:TDA talk

6、 today:Visibility Buffer And Deferred Rendering in DOOM:The Dark AgesPerf gain by minimizing raster workMinimize Helper Pixel wasteMove heavy duty work to computeRemaining raster work remainedlightweight(Depth/Visibility Buffer,Shadows)7 7Recap:idTech8 Rendering vs.(hardware)VRSGreat results at firs

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