Support for variable rasterization rate on mobile on URP?

Newer Android devices support variable rasterization rate, and Metal has their own version as well. Is there any planned support for this for URP?

Hey,

I am afraid that we do not have ongoing work to support Variable Shading Rate on mobile in a generic fashion, but are utilizing this to introduce Foveated Rendering for VR platforms (including mobile)

At the moment, we recommend you utilize Upscaling and Dynamic Resolution instead. If you wish for us to prioritize generic VRS support, it would help if you can vote for this in our public roadmap:
https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/1715-variable-rate-shading?utm_medium=social&utm_source=portal_share

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@joshuacwilde can you give some tangible examples of how you intend to use a generic VRS in your game?

Yeah, I mean VRS is pretty important for mobile because they are high resolution, low power devices. So being able to push more pixels toward the center of the screen, while using less for the edges, makes a lot of sense. Especially for us, we make first person shooter games, and the center of the screen is where the player spends 99% of their time looking, right at the crosshairs. The edges of the screen are typically covered by your thumbs or other fingers, so the sides of the screen still need to exist, but they can be quite low res and still get be usable.

We are interested in really pushing what is possible for graphics on mobile, thus we are always battling power consumption/performance, so anything that can make a significant difference there is a very big win for us. Just using dynamic resolution works of course, but to really push the graphics quality, VRS will be very important. It will let us put the graphics where it is seen, not where it isn’t.

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thanks for the details. Like @dnach mentioned, it’s not on the roadmap atm. But we will definitely take your feedback alongside others and discuss it internally.

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