From DX12 raytracing (via @KostasAAA). Sounds like a big improvement: the fixed-function-ness of the raytracing API really bugged me.pic.twitter.com/NVNiuStcnT
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https://developer.apple.com/documentation/metal/textures/managing_texture_memory/estimating_how_often_a_texture_region_is_accessed … I think Vulkan has something similar, too? They at least have sparse resources; I'm not sure if they support access counters / sampler feedback.
Neat, thanks for the tip! This stuff seems very important. My dream is to have lots of VR assets (game assets too) be vector formats like SVG and HTML/CSS that are lazily rasterized and cached as sparse tiles. Huge potential memory savings.
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