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After Nanite, it seems to me that mesh shaders are just a transitory point before everything inevitably moves primarily to raster in compute. Sticking to fixed-function hardware doesn't make sense unless that hardware is faster.

(As I understand it, Nanite does use mesh shaders as a fallback for larger triangles, but those naturally require less oomph in the hardware pass.)



See Otoy's OctaneRender and their use of CUDA.




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