ThatBuzzkiller
Golden Member
- Nov 14, 2014
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There are other hardware features like CR, ROV etc. which will improve performance. Why is Oxide not using them to realize better graphics?
ROVs could be easily implemented but it's not useful in the case of AotS since the game doesn't require serialized UAV access with respect to the generated pixel shader's invocation order to render it's alpha affects plus only Intel's implementation is performant compared to Nvidia trying to avert developers from using it as much as possible ...
Conservative rasterization can't be dropped in on most game engines since it's intrusive to the rendering pipeline so the rendering pipeline needs to be developed around it's usage ...
It's a similar case for AMD as to why the PC developers aren't making use of shader specificed stencil reference value which can be useful for shadow caster culling or showing off the use cases for fully bindless resources which will be of use in the long run ...
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