Can i see the documentation?^^ yeah
Sony also calls the primitive shader NGG stuff on PS5 "mesh shaders" in their documentation but they also clearly line out the areas where it differs/falls short of the DX spec.
Can i see the documentation?^^ yeah
Sony also calls the primitive shader NGG stuff on PS5 "mesh shaders" in their documentation but they also clearly line out the areas where it differs/falls short of the DX spec.
That's interesting, good find. I wonder how PS5 "mesh shaders" compare to RDNA1's implementation of primitive shaders.^^ yeah
Sony also calls the primitive shader NGG stuff on PS5 "mesh shaders" in their documentation but they also clearly line out the areas where it differs/falls short of the DX spec.
No.Can i see the documentation?
Hmpf. First Nanite and now this. Why are they even a thing if mesh shaders are so useless? Is that why nobody uses them?Here are some Tests from Mesh Shader and Compute Shader for Frontend. Looks like Compute Shaders are much faster then Mesh Shaders ^^
Mesh Shader Emulation - Tellusim Technologies Inc.
Tellusim Technologies Inc. Mesh Shader Emulationtellusim.comMesh Shader Performance - Tellusim Technologies Inc.
Tellusim Technologies Inc. Mesh Shader Performancetellusim.comMesh Shader versus MultiDrawIndirect - Tellusim Technologies Inc.
Tellusim Technologies Inc. Mesh Shader versus MultiDrawIndirecttellusim.comCompute versus Hardware - Tellusim Technologies Inc.
Tellusim Technologies Inc. Compute versus Hardwaretellusim.com
3D pipeline.Hmpf. First Nanite and now this. Why are they even a thing if mesh shaders are so useless?
I don't understand. Mesh shaders are supposed to be a revolution in the geometry pipeline
You'd have to redo the way ROPs are done.I wonder why nobody implement a new fixed function hardware stage for micro polygon?
Why? Rops are putting out pixels but the rasterizer is transfering polygons to pixel. You need onyly something for culling a lot of polygons and which polygon should not be culled.You'd have to redo the way ROPs are done.
ROPs write pixels per second per triangle. The standard size right now is 16 pixels per triangle is optimal, which is 4x4 IIRC on AMD cards. Once you get it 8px because it's still good. If you get to 4 pixel triangle it's starts to choke. Anything less than 4 pixels really starts to have an impactWhy? Rops are putting out pixels but the rasterizer is transfering polygons to pixel. You need onyly something for culling a lot of polygons and which polygon should not be culled.
Not all ideas pan out in practice. Although I think the jury is still out on whether or not mesh shaders are useful. The extended cross gen period could be the issue as no developer is going to write 2 entirely different geometry solutions. Over the next few years we should have some tech papers of devs explaining their benefits or why they were not used.Hmpf. First Nanite and now this. Why are they even a thing if mesh shaders are so useless? Is that why nobody uses them?
I don't understand. Mesh shaders are supposed to be a revolution in the geometry pipeline
Yea, so this answer isn't going to be perfect, but I'm sure someone here can correct me.I don't think we have a rops issue. Rops will not get filled when rasterizes is not puting out enough pixels?
I don't get it how can a frame buffer be filled when ther is no triangle to fill it? With samller triangles you get a smaller rasterizer output with less pixels. So why is the frame buffe stalling? If the Rasterizer at max output you get 16 pixels for 1 polygon so you have more pixels for a polygon to store. So the pixel buffer must be faster full than with a small polygon. What do i understand wrong?
Hmpf. First Nanite and now this. Why are they even a thing if mesh shaders are so useless? Is that why nobody uses them?
I don't understand. Mesh shaders are supposed to be a revolution in the geometry pipeline
There are several reasons why IHVs won't do so ...I wonder why nobody implement a new fixed function hardware stage for micro polygon?