Virtual Reality Variable Rate Supersampling On or Off | Nvidia VRSS Settings for Best Performance
This Virtual Reality Variable Rate Supersampling On or Off | Nvidia VRSS Settings for Best Performance Nvidia Control Panel Settings tips, tricks, tweaks and optimizations tutorial guide delivers the best Nvidia Control Panel Settings for gaming and VR. Nvidia VRSS optimizes VR games by applying variable rate super sampling. This will help ensure you'll maintain high and stable FPS at all times, which will reduce input lag, latency and stuttering in VR games. Maintaining high FPS at a stable framerate helps reduce motion sickness during VR gameplay. If you want a Nvidia Profile Inspector tutorial - let me know!
These settings will benefit games such as CS2, Valorant, Fortnite, Warzone, DOTA 2, Tf2, PUBG, Apex Legends, Overwatch 2, RDR2, Rainbow Six Siege and Call of Duty (COD). Included are the ultimate tips, tricks and PC optimizations for the best texture filtering quality settings to use in the NVCP Nvidia App for Windows 11/10. This best Nvidia app settings #shorts tutorial was made with low end, mid range and high end Nvidia RTX PCs and Windows gaming laptops in mind.
This Variable Rate Super Sampling option targets image quality improvement by applying super sampling selectively on the central region of a frame where it matters most for Virtual Reality headsets. As a pre-requisite, the application needs to be profiled by NVIDIA and have MSAA enabled. The maximum super sampling factor that can get applied is limited by the level MSAA used in the application. The option is available on NVIDIA Turing GPU architecture.
Typical usage scenatios:
Select 'Adaptive' to apply super sampling to central region of a frame only when there is GPU headroom available
Select 'Always On' to apply super sampling to the fixed size central region of a frame. This mode does not consider GPU headroom availability and might result in frame drops
Select 'Off' to disable this feature. This is the default option.
Compared to alternative techniques that supersample the entire screen with large hits to frame rate, VRSS’s adaptive use of Variable Rate Shading boosts image quality while staying about the typical 90Hz fixed refresh rate of the VR headset. In the VR game Boneworks, VRSS keeps FPS above 90, whereas a fullscreen 4x supersample drops frame rates to unplayable levels.
To enable VRSS, open the NVIDIA Control Panel and select Manage 3D Settings - click on the Program Settings tab - select a program to customize - scroll down to Virtual Reality – Variable Rate Supersampling and change the setting to “Adaptive”.
VRSS is supported by the driver--no game integration required--and can be applied to DX11 VR games or application that have forward renderers and support MSAA, and have been tested by NVIDIA. Over 30 games meet this criteria, including:
Pavlov VR Robo Recall Serious Sam VR: The Last Hope Talos Principle VR Battlewake Job Simulator Spiderman Homecoming VR In Death Killing Floor: Incursion Space Pirate Trainer The Soulkeeper VR L.A. Noire VR Eternity Warriors VR Hot Dogs Horseshoes & Hand Grenades Boneworks Lone Echo Rec Room Rick & Morty Simulator: Virtual Rick-ality Skeet: VR Target Shooting SpiderMan far from home Sairento VR Raw Data Mercenary 2: Silicon Rising Special Force VR: Infinity War Doctor Who: The Edge of time-VR VRChat PokerStars VR Budget Cuts 2: Mission Insolvency The Walking Dead: Saints & Sinners Onward VR Medal of Honor: Above and Beyond Sniper Elite VR
Information about Supersampling:
MSAA (multi-sample antialiasing) is an antialiasing technique used to mitigate aliasing over the edges of geometries. This is facilitated by the usage of specialized multi-sampled buffers (render target). The available configurations for the buffers are 2x, 4x, 8x (nX – where ‘n’ denotes the no. of samples allocated per-pixel). MSAA takes place in the rasterization stage of the pipeline – the triangle is tested for coverage at each of the ‘n’ sample points, building a 16-bit coverage mask identifying the portion of the pixel covered by the triangle. The pixel shader is then executed once and the values are shared across the samples identified by the coverage mask. This multi-sampled buffer is then resolved into a final frame buffer addressing edge aliasing.
SSAA (Supersampling antialiasing) operates on the above principle as well, however the difference being it executes the pixel shader for all the covered samples. This results in each sample location having its own unique color value accurately computed. On resolving, this results in higher visual quality & higher performance cost compared to MSAA. MSAA operates along the geometric edges, whereas SSAA operates even inside the geometry.
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