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Support for DX12 Ultimate? (mesh shader & sampler feedback)

Open oscarbg opened this issue 4 years ago • 4 comments

Hi, just curious on plans to support new DX12 Ultimate features? it seems stable support is coming next week.. also would be nice if it can support equivalent functionality in the Vulkan backend by making use of the new Turing extensions VK_NV_mesh_shader and NV_shader_image_footprint for ex. .. while waiting for the equivalent KHR multivendor extensions.. https://github.com/KhronosGroup/Vulkan-Ecosystem/issues/49 thanks..

PD: do you plan to migrate VK raytraing support from NV to KHR once extension is out of beta, right?

oscarbg avatar May 23 '20 23:05 oscarbg

Yes and yes. Shipping games based on TF has currently priority but there are lots of people at the company who really want to do this :-)

wolfgangfengel avatar May 24 '20 02:05 wolfgangfengel

that's good news!
thanks for answering..

oscarbg avatar May 25 '20 05:05 oscarbg

Now that metal also has mesh shaders, will the forge support mesh shaders as a first class shader type?

onehundredfeet avatar Sep 14 '22 13:09 onehundredfeet

don't forget there is also new Vulkan EXT mesh shader extension..

oscarbg avatar Sep 20 '22 10:09 oscarbg

I am not sure where my colleagues stand on mesh shaders. It appears like Geometry shaders and Tessellation Shaders they looked like a good idea first but now there is no consistent support or performance. Maybe we skip them ... most GPU-driven rendering now only requires a large compute shader. Why bother with Mesh Shaders?

wolfgangfengel avatar Nov 05 '23 17:11 wolfgangfengel