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reactordevlast Tuesday at 8:07 PM0 repliesview on HN

Both-ish.

Yes, the centralization of engines to Unreal, Unity, etc makes it so there’s less interest in pushing the boundaries, they are still pushed just on the GPU side.

From a CPU API perspective, it’s very close to just plain old buffer mapping and go. We would need a hardware shift that would add something more to the pipeline than what we currently do. Like when tesselation shaders came about from geometry shader practices.