5 ms·
Pixel Shader Interlock (or Raster Ordered Views in D3D12 terminology) is effectively the same thing but without a resolve step, but the overhead is massive and
by Jasper_ 5y ago
Pixel Shader Interlock (or Raster Ordered Views in D3D12 terminology) is effectively the same thing but without a resolve step, but the overhead is massive and basically too slow in practice.
To be honest, the game developer way of solving this is to just not use transparency. Too many things rely on the G-buffer / depth buffer these days, and transparency is usually limited to a lower quality render anyway.
- deleted 5y ago[deleted]