Integration of Texture Streaming and Meshlets generation
More recently, Epic Games introduced Unreal Engine 5. Where are the new DirectX features offered by Nvidia: Mesh Shaders & Texture Streaming What allowed them to provide high-performance interaction with incredibly complex scenes without being tied to the limits of draw calls, creating LODs: devblogs.nvidia.com/introduction-turing-mesh-shaders/
There is material that describes the pros and cons of the proposed innovations. Why not integrate features that would help significantly improve the experience of interacting with large scenes and objects of high detail?
Especially considering that the presented innovations are also presented in the form of extensions for OpenGL and Vulkan: developer.nvidia.com/vulkan-turing
1 Comment
I can't upvote twice, but i strongly agree, as we are switching from blender to UE4/5 for our render at work. We often have more textures that what a 24vram gpu can fit for cycles. Having texture streaming would be a really cool feature to add to cycles. Rendeing in CPU isn't conveniant.