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Ashes of the Singularity has a bunch of stuff on it. But decoupling shading rates in space and time while avoiding quad-occupancy hazards, maybe even simple multi-GPU shading?
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The DX12 features actually aren't needed to implement it, you can do it manually pretty well. We mark everything down to 8x8 shadel chunks and shade them via dynamic dispatch now. DX12 features makes it slightly more efficient.
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