What is variable rate shading: Xbox Series X feature explained

(Image credit: Microsoft)

We might have to wait until 'Holiday 2020' for the next-generation of consoles - aka the PS5 and the Xbox Series X - but the next generation of consoles are on their way and we are starting to get a much better picture of what the successors to the Xbox One and PS4 are going to be capable of, including seemingly impenetrable jargon like variable-rate shading (VRS).

So what is variable-rate shading and what does that mean in terms of what we can expect from Microsoft’s next console? We break down the ins and outs of VRS and how it could make the Series X the more superior next gen console.

It’s all about performance with variable rate shading

(Image credit: Microsoft)

We know for sure that from the details that both Microsoft and Sony have shared so far, both are promising a big generational leap in terms of how your games are going to play out on their respective consoles. 

With regards to variable rate shading, this is about giving developers making any upcoming Xbox Series X games another tool to enable those games to be a big visual leap from the current gen in a way that uses the console’s components in a much more efficient way.

So what is variable rate shading exactly? In its simplest form it’s a way in which developers will be able to have greater control over the rendering of the individual pixels that make up an image. It will allow them to focus on more important elements of that high resolution image, which as Spencer explained, “can lead to more stable frame rates and higher resolution without with no impact on the final image quality”.

Essentially, this is about making games look and run better without putting great demands on the console’s GPU – aka the graphics card – to make that happen. “Rather than spending GPU cycles uniformly to every single pixel on the screen, [developers] can prioritize individual effects on specific game characters or important environmental objects”, added Spencer.

It’s something that has been increasingly important in the VR development realms where there’s an increased emphasis and need on delivering optimal image quality for what your eyes are fixed on when you have that headset on.

xbox series x

(Image credit: Future)

When Microsoft added VRS as a feature for its DirectX 12 software, which is centred around image rendering, it explained in a blog post what variable rate shading means for games developers that decide to take advantage of it: 

“For each pixel in a screen, shaders are called to calculate the color this pixel should be. Shading rate refers to the resolution at which these shaders are called (which is different from the overall screen resolution). A higher shading rate means more visual fidelity, but more GPU cost; a lower shading rate means the opposite: lower visual fidelity that comes at a lower GPU cost.”

“Traditionally, when developers set a game’s shading rate, this shading rate is applied to all pixels in a frame.”

“There’s a problem with this: not all pixels are created equal.”

“VRS allows developers to selectively reduce the shading rate in areas of the frame where it won’t affect visual quality, letting them gain extra performance in their games. This is really exciting, because extra perf means increased framerates and lower-spec’d hardware being able to run better games than ever before.”

Read more...

(Image credit: Future / Microsoft)

Xbox Series X vs PS5 - The next-gen battleground

Microsoft puts that technical speak into context as far as what that means for a game using the example of a first person shooter. It explains how the gamer is most likely to focus on the crosshairs as opposed to the far edges of the screen. This shading technique then allows developers to focus on the objects on the screen your eyes will be more focused on. 

So what is unlocking the ability for Microsoft to promise games that could give it a visual edge over Sony’s console?

It’s all lies with other Xbox Series X specs details revealed by Spencer including the inclusion of a custom made processor to power performance that Microsoft says will offer 12 times the processing power of an Xbox One. Developers are also able to leverage 12 Teraflops of GPU. Its own patented VRS will be able to efficiently put that GPU to harder work on more complex elements of an image and less for those that are not so important. 

It’s a tool that is already supported by Intel’s Ice Lake CPUs and Nvidia’s Turing GPU, which the component maker announced back in 2018, which you can find in some of the best gaming PC models.

The biggest benefits of variable rate shading

(Image credit: Nvidia)

So we have an idea for what VRS means for developers making Xbox Series X games, but what does this mean for the person sitting on the sofa with that controller in their hand?

As we said, the goal is to make games look even prettier than they do on the current gen consoles. Something we’d expect to hear and see anyway. The biggest benefit should be improving the ability to play games at much higher resolution at more stable frame rates. 

Microsoft has already revealed that the Xbox Series X will support 8K gaming with up to 120 frame rates per second. For those that don’t have an 8K screen propped up in their bedroom or games room, 4K will be supported at 60 frame rates per second.

VRS and offering that greater control over image rendering should lead to the development of games that are more fast paced. With the help of other Xbox Series X components and support, games that simulate quicker movement or motion should be able to run more stable and with minimal lag.

Getting the games studios signed up for variable rate shading

To make those smooth running, higher resolution games Microsoft needs developers to get on board by supporting VRS for their games. The good news is that there’s already a bunch of studios that have done that exact thing. Activision, Ubisoft, 343 Industries (Halo), Turn 10 Studios (Forza) and PlayGround Games (Forza Horizon) are among those that studios that have shown intentions to offer VRS support for its games and engines.

It’s already been confirmed that Halo Infinite and Watch Dogs Legion are among the games that are expected to land on the Xbox Series X. So there’s a strong chance that support for VRS has already been put to work on those games will be able to massively benefit from a development tool that’s all about making next gen games look and play better than ever before.

Want to know more about the next-gen consoles? Check out our articles below, or watch our breakdown of the Xbox Series X in 60 seconds above:

Latest in FPS
Assassin's Creed Shadows screenshot showing Yasuke kneeling and praying while wearing a traditional purple robe
Ubisoft reaches deal with Tencent to create $4.3 billion mini-Ubisoft subsidiary to "spearhead development" on new Assassin's Creed, Far Cry, and Rainbow Six games
Destiny 2 Lightfall
When Destiny 2 "weekly active users dropped lower and faster than we'd seen since 2018," Bungie assembled an A-Team to put out some fires: "We needed to do something"
halflife screenshot showing a headcrab jumping at a player
Half-Life devs worried Gabe Newell "promised things that they couldn't possibly deliver" for the iconic FPS, but "they just didn't know" that they'd be able to do it yet
Former Valve exec recounts the meeting where Half-Life's publisher almost killed the iconic FPS: "Half-Life would quietly die. I was stunned"
FBC Firebreak screenshot for GamesRadar Big Preview showing a character throwing an electric shock grenade in a crowded room
FBC: Firebreak may be Remedy's first live-service game but the Control creators are going about it the right way, confirming that all playable post-launch content "will always be free"
"Valve would never ship another game": Former exec forced Half-Life publisher's hand by saying Gabe Newell and the team would pivot away from game dev
Latest in Features
Patrick Stewart as Professor X in Doctor Strange in the Multiverse of Madness
The classic Fox X-Men are returning in Avengers: Doomsday, and I've got a really bad feeling about this
Thor and Loki in Thor: Ragnarok
After 15 years in the making, Thor and Loki's reunion in Avengers: Doomsday could be the perfect MCU conclusion for the characters
Soft Rains logo with frog drawing
"There is an expectation we're gonna make a little Skyrim": Ubisoft and Bethesda veterans form new studio headed by Skyrim and Fallout designer, debuting with first-person sci-fi and "crunchy mechanics"
Witchbrook screenshot of a library in the magical college with witches flying on brooms
Witchbrook: Everything we know so far about Chucklefish's magical new life sim
The village green in Atomfall
My first 3 hours in Atomfall feel playing Fallout 3 for the first time, and if you don't check it out I'm legally obliged to bash you with a cricket bat
The Demon's Hand
League of Legends' take on Balatro is one of its best mini-games yet – and it's also exactly what's wrong with this era of League of Legends