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  • Oct 4, 2026, 1:51 PM
    retooted 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.

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