I’m a render graph fan. The ability to statically analyze graphics work and do per backend & per platform optimization, and also handle tedious error prone things (resource transitions!) is really cool.
I've had similar thinking. One thing too, I don't like that a node of commands can be so diverse. It temps you to have one node that does an UpdateResource command right before a Draw command. Ideally, they're different nodes, easier to sort into queues.
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Basically, finding the right abstraction that is easy up front and lightened the load on the back end.
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I have a feeling this is going to depend a lot on engine architecture, details of the target rendering load, and engine team member opinions.
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