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AMD Vega

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, virtual memory and network mapping sounds like it touches on cloud rendering or offline rendering:




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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).

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