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fatslob-:O said:
Pemalite said:

That is the end goal sure, but geometry engines are still here to stay as many of the latest games (Like Metro) are still pushing them.

I realize that it's undesirable having to constantly do some rearchitecting for your engine/game to use the latest technology to get optimal performance but that's the direction the entire industry is headed in which is mesh/primitive shaders ... 

Next gen consoles are guaranteed to have primitive shaders since it's going to be enabled for the Navi architecture this year on PC ... 

Primitive shaders have a brighter future towards bringing higher geometry throughput than either tessellation or more geometry engines could've ever did ... (I don't know what Microsoft was thinking at the time when they standardized tessellation since were some serious fundamental flaws with it and we should've went straight to doing primitive shaders instead but I guess we're just going to have to live with the fact that there's wasted die space in the GPUs)

Don't get me wrong, I am a massive supporter of Primitive Shaders, it would resolve one of the largest fundamental bottlenecks of Graphics Core Next, Geometry... And instead shift the burden to Graphics Core Next's greatest strengths, compute.

In saying that... It's not looking good since AMD canned Primitive Shaders.
https://www.reddit.com/r/Amd/comments/7sedpq/amd_cancels_the_driver_path_for_primitive_shaders/

So who knows if they will bring it back with Navi?

Even then Primitive Shaders won't resolve the Geometry bottlenecks of current games or even games coming out in the immediate future which will continue to rely on Tessellation or parsed high poly models.



--::{PC Gaming Master Race}::--