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Mesh Shaders are here! Enabling 4K 60fps on RTX 3060ti with 1.8 billion triangles! (Justice MMO) 

Daniel Owen
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Back in 2018 with the launch of Nvidia's RTX cards we saw a very promising demo of mesh shaders that would (at the time) only be possible with RTX 2060, 2070, or 2080 series cards. But now the 3060, 3060ti, 3070, 3080, and 3090 all support the feature, as well as AMD's 6000 series RDNA 2 cards (which includes the PS5 and Xbox Series X/S). In fact, this tech is just a core feature of DirectX 12 Ultimate. So where are the games? Just recently the MMO "Justice" launched an update to take advantage of Mesh Shading, and claims to have enabled over 1.8 billion triangles at 4K 60fps on a 3060 ti. The developer is even quoted as saying that he could conceive as this being the main stream of future games.
Sources:
Nvidia Developer Blog:
developer.nvid...
Asteroids Demo Video:
• Asteroids Mesh Shaders...

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22 сен 2024

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Комментарии : 54   
@jjdizz1l
@jjdizz1l 11 месяцев назад
And now, we have this in a game: Alan Wake 2. Just make sure you reference this video!
@interrogationwatch3781
@interrogationwatch3781 2 года назад
Mesh shading is something completly different: In a traditional shader pipeline a vertex is processed and passed to the pixel based fragment shader. Mesh shading processes meshlets (a subgeometry of your mesh) with task shaders and then passed to the fragment shader. In a traditional pipleine you couldn‘t have access to a chunk of vertices (unless you use the super slow geometry shader). Now you can access these chunks in the shader and move logic away from the cpu to the gpu. LOD is just a usecase that can use mesh shading.
@ChazEvansdale
@ChazEvansdale 3 года назад
Two things I'm most excited for in gaming software...(though both seem to be delayed) 1. When DirectX 12 Ultimate and DirectStorage brings to PC the instant load time type features that the Xbox Series X and PS5 have. 2. Unreal Engine 5 and the potential it brings to devs to make the games they want to make.
@danielowentech
@danielowentech 3 года назад
Yeah! I'm definitely looking forward to those as well.
@marcelinouzerrio4937
@marcelinouzerrio4937 11 месяцев назад
2 years later still not here... PS5 and Co still loads slower than PC and UE5 has huge difficulties with CPU utilization. Bottom line: Marketing is cancer.
@graviusmatt
@graviusmatt Год назад
Even in 2023 we haven't game with mesh shading
@SabesLink
@SabesLink 11 месяцев назад
Now we have Alan Wake 2
@neilstack4194
@neilstack4194 3 года назад
Since AMD brought out the 6000 series cards and given the fact that Xbox series x/s and PS5 have the GPU technology going forward it is only reasonable to assume that Mesh Shading will be more implemented in games going forward
@danielowentech
@danielowentech 3 года назад
I think the console support will be the big one. It makes sense to use it now when optimizing for consoles.
@MinosML
@MinosML 3 года назад
PS5 doesn't have the technology for this yet, so it would be exclusive to Xbox/PC for now, unless a future PS5 pro supports it (which I find hard to believe giving how different sony's architectural approach to shading is, tbh, but we'll see)
@TerraWare
@TerraWare 3 года назад
I can see it making it's way into more games especially since the Series X/S support mesh shaders, so do RX 6000 series, RTX 2000/3000
@danielowentech
@danielowentech 3 года назад
I think the console support will be the big thing that pushes this into more games. I'm not sure I mentioned the new consoles support it in the video lol. I definitely should have if I didn't (I shoot videos in one-take with no script lol)
@TerraWare
@TerraWare 3 года назад
@@danielowentech The PS5 doesn't since it's technically a DX12 Ultimate feature but I do believe they have their own method of doing something similar under a different name. From what I've heard anyway but yeah, once it's on console it should become more and more mainstream. Same with Variable Rate Shading. Gears Tactics supports VRS although the fps gains aren't anything to write home about. I tried it on my 6800xt and you gain around 5 or so % fps by using it. It's a start I guess.
@Wintermute-rn2dj
@Wintermute-rn2dj 3 года назад
@@danielowentech oh wow you must be talented if you don't use any scrip when shooting a video
@danielowentech
@danielowentech 3 года назад
Well given the limited time I have available to spend on my youtube hobby I really don't have any other choice. But I'm a teacher so I'm used to talking all day, and I think I do have a bit of a knack for it.
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
If we're going for 4k 60fos on console, then and average somewhere around 600 million-900 million triangles seems more reasonable, especially considering other aspects like lighting. Though that's just for the exact implementations e see here. There is of course a lot of opportunities for improvement as devs get more used to it, which is also supported with UE5's Nanite, which ran at 1440p upscaled to 4k at 30fps on PS5 with roughly 10-20 billion triangles in view at a time, on top of the incredible global illumination. For the last few years I've been a bit disappointed in current games' polycounts, since from 2014 to 2018, they haven't evolved much, with very few games using tessellations extensively, and on top of that the RTX trend shifted the focus even more towards lighting. But this just blew any expectations out of the water. We're pushing dozens of times more triangles with the same quality for everything else, and in a short period of time, which is a good thing to see.
@danielowentech
@danielowentech 3 года назад
Yeah, it seems like we might be finally seeing that "next gen" leap forward with tech like this and UE5.
@MORGUEZHR
@MORGUEZHR 2 года назад
I'm wondering if this can reduce the Vram usage since I got the laptop version whose Vram is no bigger than 6GB.
@prashanthdoshi9926
@prashanthdoshi9926 11 месяцев назад
Well we need a updated video
@LedoCool1
@LedoCool1 10 месяцев назад
Yeah. This tech sounds like something real, unlike ray tracing.
@bartdierickx4630
@bartdierickx4630 3 года назад
I think the unreal 5 engine does something likewise. But if I am not mistaken, it is not necessary to make different LOD levels for each object in unreal 5. If I remember correctly he engine just renders what fits in the pixels available according to your screen resolution.
@danielowentech
@danielowentech 3 года назад
Yeah, that sounds like the same idea. I wonder if the UE5 is just using mesh shading but helping out with the LOD levels. I'm just speculating.
@TheLateral18
@TheLateral18 3 года назад
Wonder if the mesh shaders will allow more photo realistic textures
@mareck6946
@mareck6946 10 месяцев назад
its for geometry not textures. but the combination can yield better results.
@JayzBeerz
@JayzBeerz 3 года назад
Nice!
@danielowentech
@danielowentech 3 года назад
Yeah! I can't pretend to fully understand all the details of how it works, but from everything I read this seems like a promising tech for getting better graphics by increasing efficiency rather than just buying a stronger GPU lol
@TheDessel
@TheDessel 3 года назад
This was a bit of a surprise for me, but for a different reason: games using different lod on mesh models is anything BUT new. For instance, Second Life, which is pretty ancient (and yes, a lot of ppl don't consider it really a game), offers the possibility of different LODs for mesh models for at least a decade or so. Other games have done so as well in the past. So there's probably more to it than just using different LODs, I believe.
@danielowentech
@danielowentech 3 года назад
LOD levels isn't what's new. It is the way that they are processed on the back end that is new. Mesh shading is much more efficient on the hardware demands.
@TheDessel
@TheDessel 3 года назад
@@danielowentech But this is exactly what I would love to understand: what is happening on the back end that is "different and more efficient"? Is it being done by the mesh shader itself, instead of the artist? Does the mesh shader allows more LODs than the typical 3 to 5 we see in games at the same processing cost? I really can't understand how this technology actually makes LODs more efficient, as LOD are pretty basic stuff when it comes to mesh models...
@danielowentech
@danielowentech 3 года назад
I read a Nvidia developer page about it that frankly went a bit over my head, but feel free to take a look if you can handle this level of detail: developer.nvidia.com/blog/introduction-turing-mesh-shaders/
@danielowentech
@danielowentech 3 года назад
I think the basic idea is that it just uses a different process on the back end that scales better in parallel with streaming processors and relieves some kind of a bottleneck that can exist with older ways of doing it. Like I said, the exact details are over my head.
@TheDessel
@TheDessel 3 года назад
@@danielowentech That’s awesome! I’ll take a look (and yes, probably will fail miserably at understanding it :p). Thanks for the link. And kudos for the video. Your stuff is among one of my favorites when it comes to RU-vid. Keep up the great work
@cocobos
@cocobos 11 месяцев назад
Developers just lazy to create LOD like nanites.
@DistructiveElements
@DistructiveElements 10 месяцев назад
Arm chair Game dev 101. LODing is still not enough
@cocobos
@cocobos 10 месяцев назад
@@DistructiveElements not enough if you're too lazy.
@oo--7714
@oo--7714 10 месяцев назад
​@@cocoboscope
@johnathonm7813
@johnathonm7813 3 года назад
With all this tech coming, im hopeful my 6800xt will last me quite a few years at 1440p
@danielowentech
@danielowentech 3 года назад
I think it will! Especially if AMDs super resolution DLSS competitor ends up being good.
@TerraWare
@TerraWare 3 года назад
Yeah I'm quite happy with my 5900X/6800xt my self. I'm probably sticking with it for a little while too. I said the same thing when I built my first pc a little over a year ago 3700X/5700XT but than I got my hands on a 6800xt at Micro Center in December and sold my 5700xt at a profit which made sense. We'll have to see how good the RX 7000 and RTX 4000 series is I guess.
@johnathonm7813
@johnathonm7813 3 года назад
@@TerraWare Nice, I have the same combo. Coming from a 8700T 1080ti combo previously. A decent upgrade also
@TerraWare
@TerraWare 3 года назад
@@johnathonm7813 Yeah that's a solid upgrade imo. 5700xt is kinda close to the 1080ti and a 6800XT is anywhere from 70% 100% performance increase from the 5700xt so you're probably seeing similar gains in performance. Not bad.
@johnathonm7813
@johnathonm7813 3 года назад
@@TerraWare yeah decent upgrade! And yeah very similar performance between the 2 older cards. I had a 3070 and traded it for the 6800xt plus cash their way. The 3070 wasn't enough
@ninfazza
@ninfazza 3 года назад
What's so special about triangles, can't they throw some squares in there too?
@danielowentech
@danielowentech 3 года назад
I know right? Like why stick two triangles together to make a square when you could just make a square, am I right?
@ninfazza
@ninfazza 3 года назад
@@danielowentech Exactly! Surely they could optimise the whole process some more with some added shapes!
@danielowentech
@danielowentech 3 года назад
While I was somewhat joking, I think that is sort of how mesh shading works. From a distance your screen can only render so many pixels, so a million individual triangles would be indistinguishable from a simpler shape made of a much lower number of polygons. Mesh Shading is increasing the efficiency of determining the number of triangles that really need to be rendered for what can actually be displayed on your screen.
@zdspider6778
@zdspider6778 10 месяцев назад
Mesh shaders are overrated. They're trying to get people to move away from the 10-series and RX500 cards. They can pry my 1070 from my dead cold hands! I dabbled into modelling and level design and you can make a VERY NICE scene with 6-8 million triangles and fake everything else with normal maps and parallax occlusion mapping. Just look at these PS4 games: Horizon Zero Dawn, Uncharted 4, Until Dawn, The Last of Us Part 2, Ghost of Tsushima. And they're running on hardware from 2013!
@GnA_000
@GnA_000 Месяц назад
I watched this video 4 months ago I was using a rx580 enjoying my life. this video made me buy a rx6800. now i can play alan wake 2. yay I guess.
@damien2198
@damien2198 3 года назад
Have you watched the Unreal 5 demo ? that s what they provide with Nanite
@danielowentech
@danielowentech 3 года назад
I havent watched the demo, but I would assume UE5 can use mesh shading since it is just a direct x 12 ultimate feature.
@damien2198
@damien2198 3 года назад
@@danielowentech I dont think it dirext X as they are using it for PS5 too
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
@@damien2198 Nanite is technically a different thing. Right now, it's unclear how it actually works, so its either completely different, or incorporates Mesh shading in itself(more likely). On top of that, it also adds some features to make the developers' lives easier so that's also a thing to consider.
@kennethdavidson6508
@kennethdavidson6508 3 года назад
algo post
@danielowentech
@danielowentech 3 года назад
Thanks!
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