And that’s not me calling anyone a doof for not knowing. Us graphics coders are not the best at sharing knowledge in a friendly way outside our subfield.
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Yeah the downside with fans (or thin tris in general) is that you end up with overshading because of tile shading granularity. But maybe this is less of an issue now?
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This is still a significant efficiency problem. You can't shade smaller than a 2x2 block, and packing blocks from multiple triangles together in a single wavefront has a bunch of extra inefficiency.
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Round triangles are best triangles.
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It would be interesting to have a fan primitive where three of the vertices are designated as the ones that cause shading (negative indices?). All the other verts just affect rasterisation. Then you could combine all the fragments together in PS waves.
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If you don't have vertex-interpolated values that you want to match up ... which most games would. It's just not worth the complexity.
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I said "interesting" not "practical" :-)
End of conversation
New conversation -
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Microsoft has a whole suite of torture tests like this for triangle slivers, and you're required to pass to get WHQL certification. That's been in place for well over a decade, so people absolutely get it right these days.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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