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If I'm reading that right, Doom Eternal only uses compute shader rasterization for writing a lighting acceleration structure where they need to make some fine-g
by cma 6y ago
If I'm reading that right, Doom Eternal only uses compute shader rasterization for writing a lighting acceleration structure where they need to make some fine-grained/coarse-grained decisions depending on depth complexity. The scene is still using rasterization hardware.
Nanite uses compute shader rasterization partly because of the quad overdraw problem since they are targeting near 1 triangle per pixel. But they also say they are using traditional rasterization with recent hardware's addition of mesh shaders when it is faster (which remove a different set of fixed function stuff though, for transform, so still makes the same point).