The AMD RDNA™ 2 graphics architecture brings support for DirectX® 12 Ultimate and several new features for use by game developers. Variable Rate Shading is one of these new features. VRS allows developers to reduce time spent in pixel shader-heavy render passes by lowering the number of pixel shader threads that need to get launched in the frame. Engineer Stephan Hodes provides a short description how VRS works, and how AMD’s FidelityFX Variable Shading technique can assist with integrating VRS into your engine. *** Visit our website: https://gpuopen.com Follow us on Twitter: https://twitter.com/GPUOpen Slides: https://gpuopen.com/wp-content/uploads/slides/AMD_RDNA2_DirectX12_Ultimate_FidelityFXVariableShading.pdf *** Subscribe: http://bit.ly/Subscribe_to_AMD Like us on Facebook: http://bit.ly/AMD_on_Facebook Follow us on Twitter: http://bit.ly/AMD_On_Twitter Follow us on Twitch: http://Twitch.tv/AMD Follow us on Linkedin: http://bit.ly/AMD_on_Linkedin Follow us on Instagram: http://bit.ly/AMD_on_Instagram ©2020 Advanced Micro Devices, Inc. AMD, the AMD Arrow Logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. Other names are for informational purposes only and may be trademarks of their respective owners.