such as, dynamic geometry expansion / culling
Hmm, let me clarify: this is the case. There are 2 types of culling implemented in the game:
Frustrum (in shadow-pass)
1.1 For whole object bounding sphere, in case if props/animated objects
1.2 Per cluster, for landscape
2. HiZ (in main-pass)
Frustrum culling is done as part of mesh-stage, not a task-shader. Task/Object shaders are still TODO for me.
so you should try both paths on different GPUs
Unfortunately I don't have any other GPU :(
Topic:
Graphics & Games
SubTopic:
General
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