Replies: 8 comments 34 replies
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Current WIP on generalized cluster shading: |
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What about mesh shaders on Apple silicon? Right now the performance is pretty bad. Is there any possibility of improving it? |
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@lmichaelis , @ezamelczyk , @Nindaleth , @thokkat Sorry guys for mass-tagging, yet if you have time, can you please build&test At this point most of game should work, except known issues:
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New testing version is available (178dd6c): Animated textures and water tesselation is back. Tested on my end RTX3070/IntelUHD/MacM1 - no validation errors, no crashes. DX12 still broken - if everything else is fine, probably it's OK to merge it as-is and solve DX problem later. Trouble shooting flags:
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Hello!
Seems that it's too expensive, but i couldn't come up with better solution yet |
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Spent quite a time tuning sky/fog against path-traced reference: This change enables to remove hack for direct-light (it was artificially dimmed) and enables better GI |
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Experimented with Cmaa2 (https://www.intel.com/content/www/us/en/developer/articles/technical/conservative-morphological-anti-aliasing-20.html from MLAA family), looks less blurry than FXAA, also has a potential to integrate with MSAA (looks too complicated though, since would not be possible to resolve MSAA before CMAA2 according to their demo) |
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Prototype with draw-indirect (non-indexed clusters) looks promising. On Intel:
0.06ms
2.34ms
Putting it together: 2-pass culling for landscape work well in bindless-hardware; can be scaled down to run "bindfull", with one indirect draw per material (338 draws for landscape).
Point from *1 are applicable here, yet less trivial - need to do depth re-projecting.
Tessellation is quite slow and [practically] not available on Apple. Can software rasterization (metal 3.2 afair), and tessellate water up to 1 triangle per-pixel.
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