schwungsau 272 Posted January 6, 2017 , virtual memory and network mapping sounds like it touches on cloud rendering or offline rendering: 1 Share this post Link to post Share on other sites
Guest tar 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 Share this post Link to post Share on other sites
malexander 402 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). Share this post Link to post Share on other sites