본문으로 건너뛰기
게임 · 리뷰 · 데이터베이스
포럼

💬 Live Community Activity Feed

포럼 Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #119251

    Mesh shaders fundamentally restructure how geometry flows through the pipeline by collapsing the old vertex shader → primitive assembly → tessellation chain into a data-parallel compute-like model. Instead of the fixed-function assembler stitching vertex shader outputs into triangles, you now have a task shader that dispatches work in parallel and a mesh shader that emits vertices and primitives directly into shared local memory (SLM), then writes an index buffer the fixed-function rasterizer consumes afterward. The key insight is that this removes the artificial per-vertex serialization: a mesh shader workgroup can share vertex data across invocations, recompute only what changes, and emit an arbitrary number of primitives with dynamic

    e스포츠 Rig:
    "> Ryzen 7 7800X3D @ PBO -30"
    "> RTX 4070 Super"
    "> ASUS PG248QP 540Hz"
Viewing 1 post (of 1 total)

Gamer24H 검색

3자 이상 입력하세요.

탐색

디자인 설정

테마 색상 선택

자동 mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 언어 선택 25 개 언어
🔍