A trip through the Graphics Pipeline (2011)
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A trip through the Graphics Pipeline (2011)
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Re: A trip through the Graphics Pipeline (2011)
#2Re: A trip through the Graphics Pipeline (2011)
#3I read through this guide a while back and it is great. However it's fairly old now being from 2011 - are there any updated guides or explanations of what's changed since then?
The 'descriptors are hard' article is a nice modern compagnion IMHO:
https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are...
Also the D3D12 functional spec might be useful too:
Re: A trip through the Graphics Pipeline (2011)
#4I read through this guide a while back and it is great. However it's fairly old now being from 2011 - are there any updated guides or explanations of what's changed since then?
I don't think all that much has changed except for the addition of meshlet and raytracing stages: The 'descriptors are hard' article is a nice modern compagnion IMHO: https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are... Also the D3D12 functional spec might be useful too: https://microsoft.github.io/DirectX-Specs/
Re: A trip through the Graphics Pipeline (2011)
#5Earlier quoted context omitted.
I don't think all that much has changed except for the addition of meshlet and raytracing stages: The 'descriptors are hard' article is a nice modern compagnion IMHO: https://www.gfxstrand.net/faith/blog/2022/08/descriptors-are... Also the D3D12 functional spec might be useful too: https://microsoft.github.io/DirectX-Specs/
The mesh shader pipeline isn't just an addition, it replaces several pieces of the old pipeline, like vertex shader, tesselation and geometry shaders. It's a pretty big departure. Though most engines don't use it yet I believe.
Re: A trip through the Graphics Pipeline (2011)
#6Earlier quoted context omitted.
The mesh shader pipeline isn't just an addition, it replaces several pieces of the old pipeline, like vertex shader, tesselation and geometry shaders. It's a pretty big departure. Though most engines don't use it yet I believe.
Does switching a UE5 game to lumen/nanite switch from essentially the "old pipeline" to the new mesh shader path, or do even the non-lumen/nanite modes use the mesh shaders?