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by Const-me
1922 days ago
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I have doubts. The reason why rasterizers are so good by now — games been pushing fillrate, triangles count, texture samplers performance and quality for more than a decade. Looking forward, I’d rather expect practical 2D renderers using the tech made for modern games. Mesh shaders, raytracing, deep learning, and even smaller features like sparse textures. These are the areas where hardware vendors are putting their transistors and research budgets. None of the features you mentioned is impossible with rasterizers. Hardware MSAA mostly takes care about conflation artifacts, gamma is doable with higher-precision render targets (e.g. Windows requires FP32 support since D3D 11.0). |
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