Timur Kristóf

Results 171 comments of Timur Kristóf

No, it doesn't require rebuilding meshlet data. A workable compromise is if you use a meshlet size of 64 (max 64 vertices and max 64 primitives). In this case on...

To your NVidia question: this is explained in one of their mesh shader blogs. As far as I understand NVidia's problem is that it doesn't have proper workgroups, so the...

> What I meant is that varying the max sizes between vendor requires different meshlet data. Just varying workgroup configurations doesn't of course. Yes, the trick is to find a...

> I think it's worth to experiment with a meshlet size of: max vertices = 128, max primitives = 128 and then use a 128-sized workgroup on AMD and 32...

On RDNA2 each invocation can only really create max 1 vertex and 1 primitive. Any other kind of access pattern is emulated by the driver. This also implies that it...

It seems that a few others also struggle to understand this, eg. GravityMark has the same problem. So I think I explained it poorly... Can you suggest a good way...

(This is also a reminder for myself to implement this extension in RADV for mesh/task - we currently only support it for compute.)

I think this feature didn't exist yet (or was considered experimental) when I wrote this module.

I would expect it to render that in multiple lines, in the same way as it works on GitHub and other places. :)

As far as I know this game uses Unity. I couldn't get upstream wine-staging to work with Lutris, so can't say. I did get the GE build working, and the...