Makes you wonder what the performance difference is between consoles and PCs because of mesh shader implementation on consoles.
A detailed deep dive from the devs of Avatar Pandora.
Avatar: Frontiers of Pandora - the big developer tech interview
Digital Foundry's Alex Battaglia interviews Massive's Nikolay Stefanov and Oleksandr Koshlo about Avatar: Frontiers of Pandora and the Snowdrop engine.www.eurogamer.net
Logic. Just because Kojima has a following doesn't make his games good.How do you make such connections is simply beyond comprehension. Try again with a serious argument unless you are trolling
"We built our own custom solution for the BVH in a way that allows us to build the top-level BVH on the CPU".
This blew my mind, they only spend a few sentences talking about this but the engineering behind this must have been nuts.
...feels like they had to take things that took years of engineering and condense it down to a handful of sentences. From the sounds of it they basically rolled their own raytracing driver for consoles??
Your logic makes zero sense. You are equating Kojima fans, which are gamers who just want to have fun, with followers of complex political figures and events that involve conflict, society and war. If you want to bring a good argument, bring a real one based on relevant facts that explains how and why people specifically like Kojima games. Not bring unrelated examples to make a point because you can't find a relevant factual argument that is directly relatedLogic. Just because Kojima has a following doesn't make his games good.
This isn't a sane discussion. Just ignore the trolling.Your logic makes zero sense. You are equating Kojima fans, which are gamers wh just want to have fun, with followers of complex political figures and events that involve conflict, society and war. If you want to bring a good argument, bring a real one based on relevant facts that explains how and why people specifically like Kojima games. Not bring unrelated examples to make a point because you can't find a relevant factual argument that is directly related
@Bold That's not true for AMD HW ...This doesn't answer the question. There are different formats for geometry between Vertex and Mesh Shaders. Additionally, the Vertex pipeline includes triangle clipping, culling, tessellation, stream out, and other logic, all the stuff that is absent in Mesh Shaders and that was challenging to beat from the interview. The distinction is here on any hardware.
A detailed deep dive from the devs of Avatar Pandora.
Avatar: Frontiers of Pandora - the big developer tech interview
Digital Foundry's Alex Battaglia interviews Massive's Nikolay Stefanov and Oleksandr Koshlo about Avatar: Frontiers of Pandora and the Snowdrop engine.www.eurogamer.net
I doubt that the internal hardware, such as the tessellator, understands the meshlet format. Vertex pipeline's hw performs deduplication by itself and operates on IBs and VBs instead of meshlets. It has no notion of a fixed meshlet size. That's why meshes have to be converted between the two. Why do you think that mesh shaders can access the fixed pipe hardware on consoles? Why would there be any trouble in beating the traditional vertex pipeline hardware if it was available in mesh shaders on consoles? Does not make any sense to me.You can absolutely use tessellation and stream out with mesh shaders on consoles and the reverse is true as well in that you can also use mesh shaders with the overloaded legacy geometry pipeline ...
There is no such thing as a "meshlet format" as I mentioned previously. What you have is any arbitrary payload of data. Meshlet's aren't truly backed by any sort of special memory like we see with vertex buffers. Meshlet's are just a collection of arbitrary data in regular memory just like any other plain old buffer resources that's used by other shaders. Mantle doesn't have "vertex buffers" at all so how do you figure it gets the geometry data ?I doubt that the internal hardware, such as the tessellator, understands the meshlet format. Vertex pipeline's hw performs deduplication by itself and operates on IBs and VBs instead of meshlets. It has no notion of a fixed meshlet size. That's why meshes have to converted between the two.
If you used RGP before and have profiled any games using hardware tessellation on RDNA3 you will see surface shader waves being registered along with primitive shader waves (the hardware stage compatible with mesh shader programs) in the wavefront distribution statistics. That implies that between the surface shader stage (hardware's hull shader) and the primitive shader stage (hardware's geometry shader), there is a fixed function tessellator going on which matches up with open source documentation. That means mesh shaders on consoles or rather primitive shaders can interface with the hardware tessellation unit. As for stream out, you can do a bit of trivial emulation to make it work with primitive shaders as hinted in the DirectX specifications ...Why do you think that mesh shaders can access the fixed pipe hardware on consoles?
Well that's because mesh shaders just like geometry shaders both feature more powerful and flexible programming models! D3D12 bindless is more powerful and flexible than it's predecessor's (D3D11) register slot based binding model and do you know how hard it is realize the benefits of the former model with explicit barriers ?Why would there be any trouble in beating the traditional vertex pipeline hardware if it was available in mesh shaders on consoles? Does not make any sense to me.
DF is a tech-focused channel. Multiplayer games are the last place you wanna look for impressive rendering techniques. The most popular stuff out there is Minecraft, Fortnite, Counter-Strike, DOTA2, PUBG, Genshin Impact and a bunch of others. In the case of Minecraft and Fortnite, DF did do some coverage for the cool new tech they introduced. Why would they do a piece on a bunch of games meant to run on the lowest-speced hardware available?Digital Foundry feels very out of touch when it comes to multiplayer games. Would be nice if they had a more multiplayer focused person on staff. As much as their are people that don't understand free-to-play, live service or continually updated multiplayer games, there are a lot of gamers that don't enjoy incredibly expensive linear narrative games. I've been playing games since the 80s, and almost all of the best experiences I've had playing games were with other people. It was playing brawlers in the arcade with my friends, playing couch co-op games on NES/SNES, playing Doom 2 multiplayer matches organized on BBS's, Counter-Strike beta, MUDs, MMOs in the late 90s/early 2000s, Diablo 2 multiplayer, Battlefield, Battle Royale games, co-op survival games etc. I think the worst thing that happened to consoles was the PS2 era, and somewhat the 360/PS3 era where many games seemed to be single-player narrative games and the number of actual fun couch co-op games disappeared (except for some niche games like sports games, fighting game series). Online multiplayer coming to consoles was great, because it brought back some of what went missing when couch co-op started to dwindle. There's room for a lot of perspectives and I feel like it's missing on DF, though as primarily a tech focus'd channel maybe it doesn't matter.
... Why would they do a piece on a bunch of games meant to run on the lowest-speced hardware available?