When Nvidia originally showed off the feature, the motion adaptive and content adaptive shading features of VRS made complete sense, but required the developers to specifically code it into their games. With a DirectX 12-based version, however, we’re more likely to see it actually feature across a broad range of games and game engines. There are multiple levels of hardware support, however, with two different levels, or tiers, of the graphics tech being offered via the DX12 VRS.
Tier 1 hardware support allows developers to choose a per-draw shading rate, where different draw calls can have different shading rates. The example that Microsoft gives in its recent
VRS blog post suggests a game dev could choose to have the large environmental gameworld assets, faraway assets, or assets hidden or obscured behind semi-transparencies shaded at a lower shading rate than more detailed assets in a scene.