andrewwillmottandrewwillmott@mastodon.gamedev.place
Oct 4, 2026, 1:51 PMretooted Fabian Giesen
@GDCPresoReviews The TL;DR version is that the number of vertices generated makes a _huge_ difference, and the main reason mesh shaders work, tessellation HW semi-works and GS doesn't work at all has to do with the amount of vertex sharing you get out of them.