GPU question I can't find an answer to online: Why are depth and stencil buffers always the same texture? Why can't I have a separate depth and stencil texture?
If it's separate on HW, why does Vulkan/D3D12 still use a combined model? You'd think they would separated them in the vulkan API.
-
-
Legacy? Or there might be some HW that still requires it?
-
This is the part I can't figure out. A friend relayed to me from someone he knows that hardware optimizations can be made when they are a pair, even though separate resources. I can't confirm.
- Näytä vastaukset
Uusi keskustelu -
Lataaminen näyttää kestävän hetken.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.