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by winterismute
588 days ago
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I am not an expert on geometry processing pipelines, however Mesh Shaders are specced differently from GS, essentially one of the big problems with GS is that it's basically impossible for the HW, even after all the render state is set and a shader is bound and compiled (and "searched"), to understand how much memory and compute the execution will take, which breaks a lot of the assumptions that allow SIMD machines to work well. In fact, the main advertised feature of GS was to create geometry out of nothing (unbounded particle effects), while the main advertised feature of Mesh Shaders is GPU-driven and efficient culling of geometry (see for example the recent mesh shader pipeline talk from Remedy on Alan Wake 2). It is true that Mesh Shaders are designed also for amplification, and that word has been chosen specifically to hint that you will be able to "multiply" your primitives but not generating random sequences out of thin air. It is also true however that advances in APIs and HW desgins allowed for some parts that were troublesome at the time of GS not to be so troublesome anymore. |
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