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Pemalite said:

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.

I'm not surprised at all that AMD canned exposing primitive shaders since the VAST majority of AAA games out there don't even do GPU compute culling so there's practically zero interest currently from developers to even implement the basics but we can't deny that there are real use cases for it ... 

I believe that bringing upon a new generation will be the panacea we need and I can guarantee you that AMD engineer have heavily implicated functional primitive shaders for Navi but why on earth would anyone need more raw geometry performance ? A Radeon VII at 2Ghz can churn out 8 billion triangles per second which can will give you well over 130 million tris per frame at 60Hz. Even when we're talking about 120Hz, that still gives you 65 million tris per frame which will still give you sub-pixel triangles at 8K resolution! 

Heck, most of the geometry performance goes into rendering the shadow maps but why would anyone need to do that when you have hardware accelerated ray tracing in the first place which are better than using shadow maps ? Geometry bottlenecks are mostly due to game developers not finding the best ways to utilize hardware like using tessellation or not doing GPU compute culling ...