such as, dynamic geometry expansion / culling
Hmm, let me clarify: this is the case. There are 2 types of culling implemented in the game:
Frustrum (in shadow-pass)
1.1 For whole object bounding sphere, in case if props/animated objects
1.2 Per cluster, for landscape
2. HiZ (in main-pass)
Frustrum culling is done as part of mesh-stage, not a task-shader. Task/Object shaders are still TODO for me.
so you should try both paths on different GPUs
Unfortunately I don't have any other GPU :(
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I have culling in shader. Without it it's 3X slower. GPU wise M1 is only hardware that I have with Mac.
There can't be missing useResource, as they do not required: no argument buffers are in use(or similar).
Tested locally useResource(tlas) - no changes
OK, thanks. useResources(every_blas) helped. Yet, need to note that this behavior is not documented on developer webside - so please update docs.
Also making call to useResource* and tracking blas'ses introduces large overhead for engine. Is it possible, can you change api then? Metal knows list of blas'es anyway, from when tlas was created.