Further reading
We only gave a brief overview of the Vulkan APIs for variable rate shading. We recommend reading the specification for further details: https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-fragment-shading-rate.
Most of the resources available online seem to be focused on the DirectX API, but the same approach can be translated to Vulkan. This blog post provides some details on the benefits of VRS: https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/.
These two videos provide in-depth details on integrating VRS into existing game engines. The section on how to implement VRS using compute shader is particularly interesting:
This article illustrates how VRS can also have other use cases, for instance, to accelerate raytracing: https://interplayoflight.wordpress.com/2022/05/29/accelerating...