I wonder if geometry compression is still a thing given the performance increases of GPUs. I haven't done 3D driver work since DirectX 5....
I wonder if geometry compression is still a thing given the performance increases of GPUs. I haven't done 3D driver work since DirectX 5....
Instead, 3 or 4 static LODs have been the way to go. Those static meshes can be individually well optimized. There are surprisingly few good options for auto generating static LODs even today...
Mesh Shaders are opening up whole new opportunities that are only starting to be explored. You get far more general purpose, compute shader like features. But, you have to work in small packets. Funny enough, they are a lot like PlayStation 2 vector unit programming made modern. That design really was ahead of it’s time. But, the fundamental physics advantages of SIMD working on a small chunk of SRAM are as valid as ever.
I do wonder what the problem was that needed to be solved before we got Nanite. Everyone knew that automatically optimising the geometry for the size on the screen was doable. Maybe it was a storage limitation?
Glad to see he's still "the mesh guy", wondering what he's doing at Google. http://hhoppe.com/#publications
Hugues (though most people pronounce it fairly close to “Hugh’s”, so maybe that’s what stuck for you?)