Anarchist4000
Veteran
Not currently exposed, but a goal when introduced. I'm assuming the current implementation is a rather limited to make a working product. Only improvement being the culling and deferring interpolation Mantor mentioned about discard, while not outright saying it. The merged stages being an opportune time and place.The cited statement is literally saying it is not being exposed to devs. It was noted that GFX9 merged several internal setup stages, seemingly combining the stages that generate vertices that need position calculation and then the stages that processed and set them up. That sounds like it has to do with primitive shaders, or is what the marketing decided to call primitive shaders.
The prior shader stages didn't look like they were exposed to developers, so AMD might not be driven to expose the new internal stages all that quickly. Some of the work that occurs hooks into parts of the pipeline that have been protected from developers so far.
How much if any gets exposed could be interesting, but might come down to not wanting to expose some capabilities if Nvidia was working on similar designs. Or just a matter of many moving pieces to complete first.
Just providing an example, but those games feature mechanics that Bethesda has deemed popular. Large part of why people still play Fallout. I'm not implying Bethesda will abandon the systems, but that thanks to mods gamers readily push the limits. While not required, unified memory and paging would be a huge gain for their active fans.The stats I've seen for the gaming customer base may be out of date by now, but most systems they'd be selling to would be less well-endowed than a Vega RX. I do not think they are going to abandon those systems, and as such counting on a Vega-specific feature outside of coincidental use seems unwise.
They are tight lipped about upcoming products, but take a look at the paid mods they are adding for even old games. Old engines should work transparently with HBCC and future titles built with it in mind. Their games are too prone to gamers piling objects in one area.I would like to see an interview or some statement about Bethesda's pushing for a leading-edge feature like HBCC or similar tech, given their open-world engine isn't from this decade.
I'd be highly surprised if they don't have a new engine in the works considering the long term strategic partnership they announced with AMD. Especially as AMD is well beyond Nvidia with low level capabilities that will be more widespread when products release. Bethesda has used the same engine from Oblivion with modifications along the way. Making a new one on low level APIs doesn't seem far fetched as the new APIs are ideal with open world's and many objects.
Compile time with multiple kernels to choose from for GPU driven rendering seems a possibility. Even consider runtime analysis. Some of this change may come from the HBCC and dynamic resources. That's usually the issue throttling pipelines, but it may also be binning for workgroup distribution. Setting the stage for capabilities we haven't seen.If this isn't two-workgroup solution, then AMD may have noted from analyzing the triangle sieve method that it could take that shader and the regular vertex shader and throw it all in the same bucket, then try to use compile-time analysis to hoist the position and culling paths out of the original position+attribute loop.
Perhaps a single shader removes overhead and makes it more likely to be universally beneficial than it was with the PS4. If not, then going by the Linux patches it may be that it's not optional like it was for the PS4.