An amplification shader can cull nonvisible meshlets far more efficiently than the traditional methods. Mesh shaders can process small sections of a mesh, called meshlets, in parallel with a much greater degree of flexibility and control.Īmplification shaders, another new part of the mesh shader pipeline, are especially useful for culling, as they can efficiently determine which meshlets are visible before shading. Mesh shaders replace the old approach with a new model that brings the power, flexibility and control of a compute programming model to the geometry pipeline. This can be a significant performance bottleneck. In current graphics pipelines, all the geometry data in a mesh must be processed sequentially before any further steps can be taken. In 3D graphics, a mesh is the set of vertices, edges and faces that define the shape of an object. Mesh shaders introduce a new approach to geometry processing that simplifies the graphics pipeline while also giving developers more flexibility and control. Our latest addition is the 3DMark Mesh Shader feature test, a new test that shows how game developers can boost frame rates by using mesh shaders in the graphics pipeline. Here is the description of this new graphics test:ĭirectX 12 Ultimate adds powerful new features and capabilities to DirectX 12 including DirectX Raytracing Tier 1.1, Mesh Shaders, Sampler Feedback, and Variable Rate Shading (VRS).Īfter DirectX 12 Ultimate was announced, we started adding new tests to 3DMark to show how games can benefit from these new features. I talked about mesh shaders in this article: Quick Introduction to Mesh Shaders (OpenGL and Vulkan). Last week, UL Benchmarks has added a new graphics test to 3DMark focused on Mesh Shaders.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |