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Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Competitive Benchmark Analysis and ハードウェア Interactions

ホーム › Forums › General Oyun Sorulari › Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Competitive Benchmark Analysis and ハードウェア Interactions

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    User AvatarLiam Rivera
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    I’ve been benchmarking mesh shader implementations across RDNA3 and Ada, and the geometry amplification headroom is real, but the frametime spikes in micro-polygon scenarios are wildly inconsistent between drivers. When you’re culling LOD dynamically at 240Hz, even a 4ms draw dispatch stall on the mesh pipeline is noticeable in competitive play

    "while (competitive) { aim_train(); review_demos(); improve(); }"
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