Yeah, task shaders are fully optional and they don't use them in Alan Wake 2 from what I hear so there hasn't been a single game to use them yet despite them being available for over 5 years now. Bit of a bummer that technology takes so damn long to get implemented into new games. DirectStorage is also hardly used.I can see developers skipping out on the usage of the amplification shader stage as is the case on UE5 and thus it's important to note that D3D12 doesn't force graphics programmers to use them in order to get the mesh shader stage. Developers can just stick to purely using the plain old mesh shader stage and they likely won't face a whole lot of contention in multiplatform development even on PS5 ...