4 ms·
I’m not exactly sure what you’re getting at here, but “only data and shaders” is not correct. We still have big fixed-function chunks like perspective divide, c
by klodolph 4y ago
I’m not exactly sure what you’re getting at here, but “only data and shaders” is not correct. We still have big fixed-function chunks like perspective divide, clipping, rasterization, depth test, etc. The pipeline is very flexible and programmable, but games aren’t using GPGPU approaches to render the game (although they might use GPGPU approaches for certain tasks).