Microsoft has given a fresh challenge. There\u2019s an image that players should enlarge so they can spot the image quality difference between the parts of the image. However, it\u2019s hard because there\u2019s a special rendering method for performance improvement.\r\n\r\nThere\u2019s a 14% difference in performance, and it\u2019s due to Variable Rate Shading\u2019s (VRS) courtesy. The VRS will be added to Microsoft\u2019s DirectX 12 API, and people are enthusiastic about the enhancements.\r\n\r\nIt\u2019s a justified excitement even if the result of real-world testing is from Microsoft. The company states that VRS is a powerful API, which will provide the ability of developers to utilize GPUs better.\r\n\r\nThe shaders will calculate colors on every pixel in a monitor to determine its essential color. The shading rate will refer to the shader\u2019s resolutions, and it differs from the total screen resolution.\r\n\r\nThere\u2019s more visual fidelity if there\u2019s a better shading rate, but it\u2019s a bigger GPU cost. A lower shading rate means a lower visual fidelity, and it comes at GPU cost, which is lower.\r\n\r\nEvery pixel is different, so it\u2019s wastage to dedicate the power of a GPU to apply a singular shading rate for every singular pixel. That\u2019s the situation where VRS is needed. Developers could lessen the shading rate selectively in the frame areas where they think will have an impact on visual quality.\r\n\r\nIt might be familiar to some people because Nvidia conceptualized it and has added it to the GPU of Turing architecture in 2018. It\u2019s been done through Vulkan and DirectX 12 extensions. However, Microsoft is accepting VRS officially in the DirectX 12\u2019s main branch.\r\n\r\nMicrosoft stated the VRS could be applied where the visual quality won\u2019t be affected at all. It will still depend on how the VRS will be implemented where the difference in the image quality won\u2019t be deciphered.\r\n\r\nMicrosoft has elucidated the technical details of VRS in a separate blog post, but the takeaway for developers is the probable better performance that VRS can bring, where there\u2019s no need for better hardware.\r\n\r\nThe company said it\u2019s really exciting because additional performance means better framerates, and hardware with lower specs can run better titles than ever before.\r\n\r\nMicrosoft is providing broad support to VRS but GTX 1660 and NVidia RTX hardware are the only capable GPUs at the moment.\r\n\r\nThe upcoming Gen11 graphics hardware from Intel will support VRS too and it will be available this year through Ice Lake Processors. It\u2019s unknown yet if AMD hardware will do it too.