I learned something about GPUs today

46 points by two


LesleyLai

There is also the flat keyword in GLSL and nointerpolation in HLSL.

hc

i think for a game that looks like that, it probably makes sense to target the traditional vertex pipeline, just because every GPU since ~2004 supports it. you get a much wider possible audience by using it

but this is one of the reasons i am excited for the vertex shader pipeline to go the way of the dodo. you can get around it with hacks like nointerpolation, where the rasterizer takes the value from one vertex and doesn't interpolate

mesh shaders make way more sense. you emit per-vertex data that gets interpolated, and per-triangle data that doesn't (work graphs make even more sense, but the hardware cutoff point excludes way too many currently-popular GPUs. a high end game can probably get away with using them, but indies probably can't until steamdeck is considered retro)