Yeah I share the sentiment. The "problem" with such approach is that shaders have to be stalled / put on hold for raytracing to finish (and who and how submits? a single thread? a warp?); whereas current RTX has the raytracing hw call the shaders instead, no stall in compute
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It just seems so…fixed function. And big. I worry that we’ll find better approaches over time and we’ll eventually have a big pile of deprecated stuff we have to keep supporting forever
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