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Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2

Digital Dragons2 HN recommenders · recommended in 1 month, 2024-2025
YouTube
29K views · 2 years ago · talk · evergreen

A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.

HN points to it as a detailed production example of mesh shaders and GPU-driven rendering, though some find it daunting.

Computer graphics & renderingGame programming & engines#meshshaders#meshlets#alanwake2#culling#gameengines

4 comments from Hacker News

@flashblaze2025 · in “Ask HN: What cool skill or project interests you, but feels out of reach?”

Definitely reverse engineering and shaders. Watching these kinds of talks I realize, I'm not built for this: ▶ this video

CitesView on HN
@pjmlp2024 · in “Pat Gelsinger was wrong for Intel”

For example OTOY uses CUDA renderering. link If you prefer actual code, link and "Mesh Shaders - The Future of Rendering" link "GPU driven Rendering with Mesh Shaders in Alan Wake 2" ▶ this video

CitesView on HN
@neomantra2024 · in “Drawing Graphics on Apple Vision with the Metal Rendering API”

This is a great read, thank you for sharing! I learned a lot from reading it and I'm pretty experienced in this space! I enjoyed checking out your other work too. OPs article heavily covers Vertex Amplification. I didn't realize VisionOS used Vertex Amplification for this, but it makes sense since the hardware supports it. For those interested in Mesh Shading (a few good videos released this week [1][2][3]), Vertex Amplification is a key tech for Mesh Shading, where one writes Object/Mesh functions (names in Metal API, called Task/Mesh/Amplification shaders in other APIs). Introduced by Nvidia in 2018 and only really available en masse for the last couple years, Vertex Amplification was the first time a GPU could create vertices (or "destroy" them by not emitting anything), versus the fixed mesh inputs. It's so cool and powerful and a different way of thinking about the pipeline. This article shows the same concept, but in Vertex Shaders for multiple render targets. While you might not make a Vision app, it could be worthwhile read to further understand this architecture. I've spent a few months in Metal Mesh Shading and hadn't realized this application of it at all. [1] link [2] link [3] ▶ this video (good explanation and demo)

RecommendsView on HN
@dagmx2024 · in “Mesh Shaders – The Future of Rendering [video]”

A related talk of using Mesh shaders for Alan Wake 2 ▶ this video And I find Apple’s intro to mesh shading to be a fairly good primer for someone unfamiliar with Mesh shading link

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