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Uh, AAA game developers not using NVIDIA-developed tech? Yes. Tessellation was a huge fail that didn't deliver on performance. Geometry shaders were another hug
by Jasper_ 4y ago
Uh, AAA game developers not using NVIDIA-developed tech? Yes. Tessellation was a huge fail that didn't deliver on performance. Geometry shaders were another huge fail. Mesh shaders are shaping up to be pretty unimpressive. Pretty much all of NVIDIA's middleware (Ansel, Flow, HairWorks, WaveWorks, VXGI) haven't really caught on fire; usually they're placed into the game through NVIDIA paying developers large sums of money, and usually ripped out upon the next game release.
What instead happens is that game developers are developing large bunches of tech in-house that exploit new features like compute shaders, something NVIDIA has struggled to keep up with (lagging behind AMD in async compute, switching compute/graphics pipelines has a non-zero cost, lack of FB compression from compute write).
I say all of this as a graphics developer working inside the games industry.
Ben makes a bunch of historical errors, and some pretty critical technical errors, that I consider it to be almost a puff piece for NVIDIA and Jensen.
(NVIDIA definitely did not invent shaders, programmability is a blurry line progressing from increasingly-flexible texture combiners, pioneered by ArtX/ATI, NVIDIA looooved fixed-function back then. And raytracing really does not function like however Ben thinks it does...)
- gamdevthrowaway 4y ago> something NVIDIA has struggled to keep up with (lagging behind AMD in async compute, switching compute/graphics pipelines has a non-zero cost) Someone who knows what he is talking about. Like Ben Thompson could write an e-mail to any of the 10,000 people who know something about this and just ask, right?