3 ms·
This is really interesting, and brings to mind Larrabee, Intel's attempt at making a graphics card out of a chip with a ton of x86 cores, and some specialized h
by torginus 4y ago
This is really interesting, and brings to mind Larrabee, Intel's attempt at making a graphics card out of a chip with a ton of x86 cores, and some specialized hardware, like texture samplers, but notably no rasterizer, as that was to be done in software, like Nanite does in UE4.
The traditional pipeline of `vertex shader->raster->pixel shader` has persisted basically since programmable graphics hardware has existed, it's refreshing to see some innovation now.
- djmips 4y agoNice recall about Larrabee - I seem to remember they were also going for a ray traced approach? Nanite feels like a stock 3D pipeline in most other ways when it comes to geo. Something of note for Nanite, is that they still do use pixel shaders for some of the larger triangle workloads. But yes as you point out, no pixel shaders for the smallest micropolygons - they are running in compute - it's quite amusing.