12/12/2024
Abstract
Variable Rate Shading (VRS) is a GPU optimization that reduces the number of pixel shader invocations; increasing performance in GPU bound scenarios. Using VRS Tier 2, low contrast areas can be separated from high contrast areas by generating a screen space mask using a just-noticeable-difference (JND) algorithm. In this case, we are using Intel's Velocity & Luminance Adaptive Rasterization (VALAR) algorithm. This means we can methodically determine the applied shading rate per screen area while minimizing visual artifacts. Increasing performance is then about balancing the cost of computing the mask versus the gains from reducing the number of shader invocations. During our implementation, a visual corruption issue became apparent when it came to manual alpha-tested geometry. To mitigate this, we relied on the use of VRS combiners to exclude some geometry from the mask generation. Even though parts of the scene were excluded from the mask we were still able to realize performance gains with a subset of the scene geometry. Additionally, we were able to differentiate performance for Intel Core Ultra with Built-In Arc GPUs with a lower-cost mask generation approximation.
Introduction
World of Warcraft®: The War Within is the 10th expansion released on August 26th, 2024. Along with this release Intel® has been working with the engineering team at Blizzard® to leverage the latest VRS Tier 2 features supported by Intel® Arc™ A-Series Discrete Graphics and Intel® Core Ultra with Built-In Arc™ Graphics.
Figure 1: World of Warcraft®: The War Within by Blizzard® Entertainment
The Evolution of Variable Rate Shading
In 2019 Intel® introduced the 10th generation processor codenamed “Ice Lake”. It was the first integrated GPU by Intel® that supported VRS Tier 1. Tier 1 allows setting a shading rate (1x1, 1x2, 2x1, 2x2, 2x4, 4x2, 4x4) on a per-draw basis. World of Warcraft®: Shadowlands (2020) first introduced this feature to the terrain system to give a slight boost in performance.
Figure 2: The Evolution of Variable Rate Shading on Intel® Integrated and Discrete GPUs
In 2022, the first mainstream discrete Arc™ A-Series GPUs from Intel® were released with support for VRS Tier 1 and Tier 2. Tier 2 allows using a screen space mask to apply shading rates on a per-tile basis. The supported tile size for the Arc™ A-Series GPUs is 8x8.
Figure 3: Intel® Core™ Ultra Processors with Built-In Arc™ Graphics
With the introduction of Intel’s first-generation Intel® Core Ultra mobile processors, codenamed “Meteor Lake”, support for VRS Tier 2 is now available in the Built-In Arc™ GPU package based on the Intel® Arc™ A-Series graphics architecture.
Velocity And Luminance Adaptive Rasterization
Velocity & Luminance Adaptive Rasterization (VALAR) is a graphics optimization algorithm introduced in 2022 by Intel® which generates VRS Tier 2 shading rate masks. In 2022, the team at Blizzard® implemented VALAR in the World of Warcraft®: Dragonflight expansion. For more information on the research and development behind our algorithm, please visit the technical resources below.
- Velocity and Luminance Adaptive Rasterization Using VRS Tier 2
- Integrating XeSS with Velocity and Luminance Adaptive Rasterization
- Intel's Velocity and Luminance Adaptive Rasterization API
World of Warcraft®: GPU Modes
In 2024 with the Launch of World of Warcraft®: The War Within we have improved the performance of Intel’s original VALAR algorithm (now referred to as VALAR Legacy GPU Mode) running on Intel® Core Ultra mobile processors with Built-In Arc Graphics by adding a new Low-Power GPU Mode. World of Warcraft®: The War Within will automatically differentiate GPUs and select Low-Power GPU mode for integrated GPUs that support VRS Tier 2, while the original VALAR implementation will be enabled for discrete GPUs that support VRS Tier 2. The technical details for VALAR Low-Power GPU Mode will be described in the latter sections of this paper.
World of Warcraft®: VRS Modes
World of Warcraft®: Dragonflight introduced a new graphics setting called VRS Mode. VRS Mode is disabled by default but has two optional settings Standard and Aggressive . Enabling either mode can help boost performance for a small trade-off in visual quality.
Figure 4: World of Warcraft®: Dragonflight VALAR VRS Mode Settings.
VRS Mode: Standard
VRS Mode Standard was designed to give the player a boost in performance with almost no perceptual difference in visual quality. Some differences will be noticeable to the player, but it is designed to minimize quality loss in areas of low contrast while preserving quality in areas of high contrast.
Figure 5: World of Warcraft®: Dragonflight, VRS Standard, Legacy GPU Mode Screenshot and Settings, 4k, Quality 5.
The Sensitivity Threshold of the algorithm controls the overall aggressiveness of the just-noticeable-difference in the VALAR compute shader, the value chosen for Standard was 0.31 with Legacy GPU Mode and 0.25 with Low-Power GPU Mode. A value of 0.05 was selected for the Environment Luminance value, which is added to the average luminance of a VRS tile.
𝐽𝑁𝐷=𝑆𝑒𝑛𝑠𝑖𝑡𝑖𝑣𝑖𝑡𝑦 𝑇ℎ𝑟𝑒𝑠ℎ𝑜𝑙𝑑∙(𝐴𝑣𝑒𝑟𝑎𝑔𝑒 𝑇𝑖𝑙𝑒 𝐿𝑢𝑚𝑖𝑛𝑎𝑛𝑐𝑒+𝐸𝑛𝑣𝑖𝑟𝑜𝑛𝑚𝑒𝑛𝑡 𝐿𝑢𝑚𝑖𝑛𝑎𝑛𝑐𝑒)
The Quarter Rate Shading Modifier controls the number of 4X VRS tiles by modifying the Mean-Squared-Error (MSE) in the VALAR compute shader, the value chosen was the default value of 2.13 [Lei Yang, 2019].
𝑀𝑆𝐸=𝑄𝑢𝑎𝑟𝑡𝑒𝑟 𝑅𝑎𝑡𝑒 𝑆ℎ𝑎𝑑𝑖𝑛𝑔 𝑀𝑜𝑑𝑖𝑓𝑖𝑒𝑟 ∙ 𝐴𝑣𝑒𝑟𝑎𝑔𝑒 𝑇𝑖𝑙𝑒 𝐿𝑢𝑚𝑖𝑛𝑎𝑛𝑐𝑒 𝑀𝑒𝑎𝑛 𝑆𝑞𝑢𝑎𝑟𝑒𝑑 𝐸𝑟𝑟𝑜𝑟
By default, VALAR uses an approximated MSE estimator, which can be substituted with a more precise mode known as Weber-Fechner Mode [Wikipedia, 2022]. In World of Warcraft®: the approximate mode was chosen, to reduce the execution time of the VALAR compute shader [du Bois, et al, 2022] while still reasonably preserving visual quality.
VRS Mode: Aggressive
VRS Mode Aggressive was designed to give a slightly higher boost in performance with a more perceptually noticeable visual difference.
Figure 6: World of Warcraft®: Dragonflight, VRS Mode Aggressive, Legacy GPU Mode, Screenshot and Settings, 4k, Quality 5.
The only difference between Standard and Aggressive is the sensitivity threshold value with Legacy GPU Mode is set at 0.66, and for Low-Power GPU Mode it is set at 0.50. All other values like the Quarter Rate Shading Modifier, and Environment Luminance are set to the same respective values as used for Standard (Figure 6. above used the original 0.5 sensitivity threshold for Aggressive sensitivity in the Legacy GPU Mode from World of Warcraft®: Dragonflight).
Figure 7: World of Warcraft®: Dragonflight, VALAR Legacy GPU Mode Side-by-Side Closeups, 4k, Quality 5, 400% Zoom.
The images in Figure 7. are comparisons of VRS Mode Disabled, Standard, and Aggressive using the Legacy GPU Mode zoomed in 400%. The visual differences between Disabled and Standard show minimal quality loss overall, although, some can be observed in the fine detail of the glyph in the center. Going from Standard to Aggressive shows a much more noticeable change. Keep in mind that these images are zoomed, and aliasing will be less noticeable at runtime.
World of Warcraft Render Architecture
The DirectX 12 Render Architecture for World of Warcraft® is a mix of forward and deferred rendering. After each frame has rendered the VALAR compute shader generates a shading rate mask based on the final color output. The renderer/engine separates different types of geometry into multiple command lists. In general, there are 4 main command lists considered for the VALAR integration: the default command list, the model command list, the buildings command list, and the terrain command list. For each of these command lists the VALAR mask is set and unset to dynamically control shading rates.
Figure 8: World of Warcraft® High-Level Command List Architecture for VALAR.
Command List Applications
Because VALAR can affect visual fidelity if not used strategically, some consideration was put into which command lists, and by extension which objects would have the shading rate mask applied . The default command list renders several elements in the game including objects known as “doodads”. Doodads are a special case using the screen-space shading mask, while all other draw calls in the default command list are rendered at 1x1 to preserve visual fidelity. Everything contained in the No-Reflection-Opaque command list e.g. NPCs and Player Models is rendered with a 1x1 shading rate.
Figure 9: World of Warcraft® VALAR Screen Space Shading Mask Applications
Alpha-Tested Opaque Geometry
After the pre-release implementation of VALAR was completed, a visual corruption issue was discovered with alpha-tested opaque geometry. The corrupted visuals were isolated to two of the command lists which were the Models & Buildings command lists.
Figure 10: World of Warcraft® Alpha-Tested Opaque Geometry Command Lists
The visual corruption manifested as black pixels on the edges of foliage in the models and buildings shown in Figure 11. which we isolated to shaders that were doing manual-alpha testing using discard.
Figure 11: World of Warcraft® Alpha-Tested Opaque Geometry Visual Corruption Example
These were due to mip calculations being different when using coarse pixel shading, which is specified in the VRS specification. Calculating our own mip levels using gradients calculated in the shader also did not work adequately. Forcing all mip levels to 0 fixed the problem but was not a viable solution.
Ultimately, it was determined that relying on VRS Combiners for the corrupted geometry would be the quickest and most reliable way to resolve the visual corruption, even if that meant giving up on VRS for these alpha-tested models.
VRS Combiner Swapping
VRS Combiners were introduced in the original VRS API. Combiners can be set to combine shading rates Per-Draw (Pixel Shaders), Per-Provoking Vertex (Vertex Shaders), Per-Primitive (Geometry Shaders), or Image (screen space shading mask). Two combiners can be set using the use ID3D12CommandList5::RSSetShadingRate API. The first combiner slot decides if the Per-Draw or Per-Primitive shading rate takes precedence, while the second combiner slot determines if the Image Based shading rate takes precedence over the shading rate determined by combiner slot 1. There are five types of combiners which include Passthrough, Override, Min, Max, and Sum combiners. World of Warcraft® uses Passthrough and Override.
Figure 12: Using VRS Combiners flowchart.
Depending on the pass type and geometry rendered, the renderer sets the correct combiner configuration. By default, a Passthrough + Override is applied to each command list to allow the screen -space shading rate to override any Per-Draw or Per-Primitive shading rates. If a draw call is determined to be manually alpha-tested geometry a Passthrough + Passthrough combiner is set just before the draw call to effectively disable any shading rate other than 1x1. Once the draw call completes the combiner is reset back to Passthrough + Override.
Figure 13: World of Warcraft® Combiner Swapping Architecture.
The flow chart diagram in Figure 13. demonstrates how World of Warcraft™ sets up and applies the Passthrough + Override and Passthrough + Passthrough combiners using the RSSetShadingRate.
Figure 14: World of Warcraft® VALAR Image Based Override Combiner & Manual Alpha-Test Passthrough Combiner.
By strategically applying the VALAR Image Based Override Combiner and the Manual Alpha-Test Passthrough combiners, alpha-tested foliage was able to be preserved without visual corruption or loss of visual fidelity from the screen- space shading rate.
Figure 15: World of Warcraft® Foliage Preservation using VRS Combiners.
VALAR Low-Power
While VALAR running on Intel® Arc A-Series Discrete GPUs does produce high quality VRS masks, the Legacy GPU Mode compute shader can be expensive for large render targets or when running on Intel® Core Ultra CPUs with Built-In Intel® Arc GPUs. Low-Power GPU Mode can execute an approximation of the legacy VALAR algorithm which reduces the cost of the compute shader with minimal quality loss in the VRS mask. The approximation for Low-Power GPU Mode relies on both thread group and thread dispatch reductions as well as a reduced sampling pattern to reduce execution cost on integrated GPUs. When choosing Standard or Aggressive, World of Warcraft®: The War Within, will automatically detect whether the GPU is discrete or integrated and will auto-select Legacy GPU Mode or Low-Power GPU Mode respectively.
Reducing Compute Threads Dispatched
To reduce the number of thread groups for Low-Power GPU Mode, the dispatch size is modified to be width & height of the native input resolution image divided by the shading rate tile size, which is then further divided by a thread group size of 8x8 . Which equals 1 thread per 8x8 tile compared to 1 thread per native resolution pixel in Legacy GPU Mode.
// DirectX 12 Compute Shader Thread Dispatch m_commandList.Dispatch( /* # Thread Groups in X = (width / tileSize) / 8 */ (UINT)ceilf(((float)nativeResolutionX/(float)tileSize)/8.0f), /* # Thread Groups in Y = (height / tileSize) / 8 */ (UINT)ceilf(((float)nativeResolutionY/(float)tileSize)/8.0f), 1);
For example, to generate a VALAR mask for a 2560x1440 native resolution render target with a VRS tile size of 8x8:
Thread Group Size:
VALAR Legacy
[numthreads(tileSize=8, tileSize=8, 1)]
VALAR Low-Power
[numthreads(8, 8, 1)]
Number of Thread Groups / Dispatch Size:
VALAR Legacy
Thread Groups X: 2560 / 8 = 320
Thread Groups Y: 1440 / 8 = 180
Total Thread Groups: 320 * 180 = 57,600
VALAR Low-Power
Thread Groups X: = 2560 / 8 / 8 = 40
Thread Groups Y: = 1440 / 8 / 8 = 22.5 ~= 23
Total Thread Groups: = 40 * 23 = 920
Total Thread Count:
VALAR Legacy
Threads X: 320 * 8 = 2560
Threads Y: 180 * 8 = 1440
Total Threads: 2560 * 1440 = 3,686,400
VALAR Low-Power
Threads X: 40 * 8 = 320
Threads Y: 23 * 8 = 184
Total Threads: 320 * 184 = 58,880
Reducing Samples Per VRS Tile
Each thread is then responsible for computing the average luminance, and X-axis & Y-axis luminance differences for each tile in the VRS mask. To reduce the number of reads from the original native resolution image, only 4 pixels are sampled from the center of the VRS tile.
Figure 16: World of Warcraft® VALAR Low-Power Sampling Pattern Per VRS Tile.
Sampling these four centroid pixels gives a local estimate of the overall luminance of the tile, as well as the horizontal and vertical contrast of the tile. Sampler work is thus reduced by re-using the centroid samples to also estimate contrast differences in the X-Axis and Y-Axis.
Figure 17: World of Warcraft® VALAR Low-Power Mode Contrast Differences Per Axis
For an 8x8 VRS Tile, there are 3 samples per pixel from the native resolution image in Legacy mode. However, by only executing 1 thread per tile and 4 samples per thread, the number of samples is thus reduced from 8 * 8 * 3 = 192 Samples Per Tile to 1 * 1 * 4 = 4 Samples Per Tile in Low-Power mode.
VALAR Legacy:
Samples per pixel: 3
Samples per thread: 3
Samples per tile: 8 * 8 * 3 = 192
Samples per thread group: 192
Total Samples: 3,686,400 * 3 = 57,600 * 192 = 11,059,200
VALAR Low-Power:
Samples per pixel: -
Samples per thread: 4
Samples per tile: 4
Samples per thread group: 8 * 8 * 4 = 256
Total Samples: 58,880 * 4 = 920 * 256 = 235,520
Additionally, thanks to the modified thread mapping, no groupshared memory usage is necessary and barriers can be removed from the Low-Power GPU Mode compute shader.
VALAR Quality Comparisons
Figure 18: World of Warcraft® VALAR Test Scene Vol’Dun Area, Resolution 2560x1440, Quality 7.
Due to the compute shader modifications for the Low-Power GPU Mode the generated mask is different compared to the Legacy GPU Mode. It should be noted that Low-Power GPU Mode works best with 2x2 only mode as a means of minimizing visual quality loss.
Figure 19: World of Warcraft® VALAR Legacy Mode Mask (Left) VALAR Low-Power Mode Mask (Right) VRS Mode Aggressive (0.5) Resolution 2560x1440 Quality 7.
The differences in each mask in Figure 19. can be compared using an image comparison tool. Using Beyond Compare, the differences between the two VRS masks can be shown with a mismatch range comparison shown in Figure 20. Black pixels represent pixels that did not change between each mode, while the variety of green colored pixels represent the relative differences between the pixels in each mask.
Figure 20: World of Warcraft® VALAR Legacy Mode Mask vs. VALAR Low-Power Mode Mask Differences.
Comparing similar pixels versus different pixels can be quantified by using Beyond Compare to count the differences between the pixels in each mask. For the two masks in Figure 19. there are ~29,855 (~52%) shading rates that are the same and ~27,745 (~48%) shading rates that are different. It is worth noting that these differences are a net benefit for Low-Power GPU Mode shown in the next section.
Shading Rate Percentages
Using the same test scene from Figure 18. the percentage of each shading rate applied for each GPU Mode and VRS Mode can be compared to estimate relative image quality of the final image. Note that the relative amount of each shading rate is content-dependent and will change based on scene contrast and lighting conditions.
Figure 21: World of Warcraft® VALAR Legacy Mode vs. VALAR Low-Power Mode Shading Rate Percentages VRS Mode Standard (Sensitivity Threshold = 0.25). Resolution 2560x1440, Quality 7.
Standard (Sensitivity Threshold = 0.25) with Low-Power GPU Mode indicates that ~30% of VRS tiles in the test mask are 1x1; while Legacy GPU Mode shows that ~24% of VRS tiles are 1x1, Low-Power Mode has ~45% of 2x2 shading rate tiles versus Legacy GPU Mode at ~17%. However, Low-Power GPU Mode uses 2x2 only mode and does not apply shading rates of 2x4, 4x2, and 4x4.
Figure 22: World of Warcraft® VALAR Legacy Mode vs. VALAR Low-Power Mode Shading Rate Percentages VRS Mode Aggressive (Sensitivity Threshold = 0.50). Resolution 2560x1440, Quality 7.
When using Aggressive mode (Sensitivity Threshold = 0.50) with Low-Power GPU Mode the test mask shows that ~24% of VRS tiles are 1x1; while Legacy GPU Mode shows that ~0.53% of VRS tiles are 1x1. Low-Power GPU Mode has ~59% of 2x2 shading rate tiles versus Legacy GPU Mode which has ~18%. Again, Low-Power GPU Mode uses 2x2 only mode and does not apply shading rates of 2x4, 4x2, and 4x4 when using aggressive sensitivity thus reducing ~80% of the quarter rate shading rates to half rate or better.
Due to the increased 1x1 tiling and lack of 2x4, 4x2, and 4x4 tiles for Low-Power GPU Mode the final output image quality is significantly improved over Legacy GPU Mode for both Standard and Aggressive.
VALAR Performance Comparisons
Low-Power GPU Mode was tested in World of Warcraft®: The War Within with a resolution of 2560x1440 and Quality Level 7 settings running on an Intel® Core™ Ultra 7 165U (14 CPUs), ~1.7GHz with Built-In Arc Graphics. Given the thread group size changes and reduced sampling patterns, it can be shown that the Low-Power GPU Mode is faster than the Legacy GPU Mode. The Legacy GPU Mode compute shader executes at ~2466µs versus the Low-Power GPU Mode which executes at ~342µs which is ~7.1x times faster than the Legacy GPU Mode. Note that execution time of the VALAR compute shader is relative to the input resolution size, meaning as resolution increases so will shader execution time.
Figure 23: World of Warcraft®: The War Within™ VALAR Compute Shader Execution Time Comparison.
Intel® Core™ Ultra 7 165U (14 CPUs), ~1.7GHz with Built-In Arc Graphics 1440p Quality Level 7.
With the reduced execution time of the Low-Power GPU Mode Shader performance gains can be realized for each of the VRS Modes (Standard & Aggressive) in World of Warcraft®: The War Within. Low-Power mode Standard uses a sensitivity threshold of 0.25 while Aggressive uses a sensitivity threshold of 0.5. Legacy mode Standard uses a sensitivity threshold of 0.33 and Aggressive uses a sensitivity threshold of 0.66. In Figure 24. we compared a range of sensitivity thresholds (0.25, 0.33, 0.50, and 0.66) for each GPU mode. Each test case’s speedup was determined by relative performance compared to VRS Disabled. Each test used the same static scene in the Vol’Dunn area at 2560x1440 resolution and quality setting 7 and with VALAR on while GPU bound or CPU bound.
Figure 24: World of Warcraft®: The War Within™ VALAR Low-Power vs. Legacy Performance Speedups.
Intel® Core™ Ultra 7 165U (14 CPUs), ~1.7GHz with Built-In Arc Graphics 1440p Quality Level 7.
With Low-Power mode we see speedups between ~1.09x to ~1.17x versus Legacy mode which ranges from ~1.14x to ~1.20x over the control. We feel that the performance speedups of Low-Power mode are competitive with Legacy mode while offering reduced shader execution time and higher visual quality.
In conclusion, Low-Power mode offers a significant mask generation speedup due to the thread count and sample count reductions and offers improved image quality compared to the Legacy mode by increasing the 1x1 shading rates while also removing 2x4, 4x2, and 4x4 rates. It is also important to remember that the VALAR algorithm is sensitive to local contrast and that performance and quality may vary depending on multiple factors in a scene, such as lighting, texture contrast, scene content, and the configuration settings of the VALAR algorithm.
Notices and Disclaimers
Performance varies by use, configuration and other factors. Learn more on the Performance Index site.
Performance results are based on testing as of dates shown in configurations and may not reflect all publicly available updates. See backup for configuration details. No product or component can be absolutely secure.
Your costs and results may vary.
Intel technologies may require enabled hardware, software or service activation.
© Intel Corporation. Intel, the Intel logo, and other Intel marks are trademarks of Intel Corporation or its subsidiaries. Other names and brands may be claimed as the property of others.
World of Warcraft®: The War Within © 2024 Blizzard Entertainment, Inc. World of Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc.,
in the U.S. and/or other countries.
Test Configuration
Time of this report: 10/1/2024, 14:58:20
Machine name: SOC-PF52QV72
Machine Id: {15FC512E-2977-4C0A-A509-49A4CDDD1AD9}
Operating System: Windows 11 Enterprise 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250)
Language: English (Regional Setting: English)
System Manufacturer: LENOVO
System Model: 21MMS25200
BIOS: N47ET19W (1.08 ) (type: UEFI)
Processor: Intel(R) Core(TM) Ultra 7 165U (14 CPUs), ~1.7GHz
Memory: 65536MB RAM
Available OS Memory: 64970MB RAM
Page File: 37441MB used, 37256MB available
Windows Dir: C:\windows
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 144 DPI (150 percent)
DWM DPI Scaling: UnKnown
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: 1.6.1
DxDiag Version: 10.00.22621.3527 64bit Unicode
---------------
Display Devices
---------------
Card name: Intel(R) Graphics
Manufacturer: Intel Corporation
Chip type: Intel(R) Graphics Family
DAC type: Internal
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_8086&DEV_7D45&SUBSYS_232717AA&REV_08
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 32612 MB
Dedicated Memory: 128 MB
Shared Memory: 32484 MB
Current Mode: 2560 x 1440 (32 bit) (60Hz)
HDR Support: Supported
Display Topology: External
Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
Color Primaries: Red(0.639648,0.330078), Green(0.299805,0.599609), Blue(0.150391,0.059570), White Point(0.313477,0.329102)
Display Luminance: Min Luminance = 0.500000, Max Luminance = 270.000000, MaxFullFrameLuminance = 270.000000
Monitor Name: Generic PnP Monitor
Monitor Model: DELL U3818DW
Monitor Id: DELA0F2
Native Mode: 3840 x 1600(p) (59.994Hz)
Output Type: HDMI
Monitor Capabilities: HDR Not Supported
Display Pixel Format: DISPLAYCONFIG_PIXELFORMAT_32BPP
Advanced Color: AdvancedColorSupported
Driver Name: C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_cb6f817a2bc7896a\igd9trinity64.dll,C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_cb6f817a2bc7896a\igd10iumd64.dll,C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_cb6f817a2bc7896a\igd10iumd64.dll,C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_cb6f817a2bc7896a\igd12umd64.dll
Driver File Version: 31.00.0101.5388 (English)
Driver Version: 31.0.101.5388
DDI Version: 12
Feature Levels: 12_2,12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1
Driver Model: WDDM 3.1
References
1. [du Bois, Kraft, Alston, 2023] Integrating X ͤSS with Velocity and Luminance Adaptive Rasterization https://www.intel.com/content/www/us/en/developer/articles/technical/xess-velocity-and-luminance-adaptive-rasterization.html
2. [Intel, 2022] Intel's Velocity & Luminance Adaptive Rasterization (VALAR) API https://github.com/GameTechDev/VALAR-API
3. [du Bois, et al. 2022] Intel Developer Zone. Velocity and Luminance Adaptive Rasterization Using VRS Tier 2. https://www.intel.com/content/www/us/en/developer/articles/technical/velocity-luminance-adaptive-rasterization-vrs-tier.html
4. [Yang, et al. 2019] Visually Lossless Content and Motion Adaptive Shading in Games. http://leiy.cc/publications/nas/nas-pacmcgit.pdf
5. [Wikipedia, 2022] Weber–Fechner law https://en.wikipedia.org/wiki/Weber%E2%80%93Fechner_law
6. [Microsoft, 2022] Variable-rate shading (VRS) https://learn.microsoft.com/en-us/windows/win32/direct3d12/vrs