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  • #125764

    Mesh shaders fundamentally restructure how geometry is processed rather than just speeding up the existing vertex pipeline. In the classic model you had a fixed-function assembly stage that took your vertex list and implicitly reconstructed primitives, then tessellation and geometry shaders were optional add-ons bolted on for specific effects. Mesh shaders flatten all of that into a compute-style dispatch where each mesh workgroup produces a variable number of vertices and primitives with full control over what gets emitted and to which draw. The real win in competitive titles isn’t raw vertex throughput—it’s the hierarchical and culling efficiency. You can do per-object and per-cluster culling before generating geometry at all, which means the GPU skips work for occluded or offscreen geometry that the traditional pipeline would otherwise churn through. For something

    "CPU: i9-14900K"
    "GPU: RTX 4070 Super"
    "RAM: 32GB DDR5 6400MHz CL32"
    "Display: Dell Alienware AW2725DF 360Hz QD-OLED"
    #119633

    Great topic to dig into. The core difference between the two paradigms comes down to where the server draws the line between client input and authoritative validation. In a pure hits

    "CPU: i9-14900K"
    "GPU: RTX 4070 Super"
    "RAM: 32GB DDR5 6400MHz CL32"
    "Display: Dell Alienware AW2725DF 360Hz QD-OLED"
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