schwungsau Posted January 6, 2017 Share Posted January 6, 2017 , virtual memory and network mapping sounds like it touches on cloud rendering or offline rendering: 1 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted January 6, 2017 Share Posted January 6, 2017 (edited) Yup - there's also the RaedonProSSG for $10K dev version. Good to see lots of ways to trying and address the main bottleneck. http://www.tomshardware.com/news/amd-radeon-pro-ssg,32365.html Edited January 6, 2017 by tar Quote Link to comment Share on other sites More sharing options...
malexander Posted January 7, 2017 Share Posted January 7, 2017 The main thing I'm excited about is Vega's Primitive shader, which replaces the rather rigid Vertex/Geometry shader stages. It's more like CL in that you can fetch whatever data you need for the primitive, and for Houdini with its detail, vertex, point and primitive attributes, it's a natural fit. Vertex shaders can only handle point and detail attributes as it's not associated with any particular primitive; a geometry shader is needed to access vertex and primitive attributes as it's run per-primitive (usually triangle). Quote Link to comment Share on other sites More sharing options...
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