What are use-cases of Texture-Space Shading in DX12, based on current research?
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Decoupling shading frequency from raster frequency. Ex render at 60hz but shade at 30.
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I'm guessing this requires the geo to have unique texels? So unique meshes/terrain would work well with TSS, but instanced meshes would not?
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Yup, I read up on the Object Space Shading presentation after mentioned it. :)
oxidegames.com/wp-content/upl
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Procedurally generated textures, including things like runtime compositing layers of a complicated material into a single texture set
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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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