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I'm pretty excited as well. This is another big step away from legacy hardware that implemented the OpenGL 1.0 API in the hardware. In case that sounds judgmental, it was awesome back in the 3dfx Voodoo days to have this kind of hardware.

What's really great here is that DirectX 12 (and now Vulkan too) allow the engine to access the underlying GPU hardware without this legacy baggage.

Apple Metal 3.0 will also support mesh shaders.



After a few code pages of setting everything up. :)


Nah, nobody writes raw Vulkan for every new implementation.

It'll show up somewhere and then everyone will copy/paste it. Or github copilot it - which is the same thing...




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