over 3 years ago - FatsharkJulia - Direct link

Summoning @Axloss!

6 months ago - Axloss - Direct link

To build the PSO’s we need to know both the mesh data and the shaders, and in our engine thisis decoupled and thus needs to be built in runtime. So in some sense we can control this by coupling meshes and shaders but this reduce the flexibility when building games.

In darktide we have done several improvements to fix this. We built alot of the pso’s directly in the launcher by figuring out what meshes and shaders we use. (note im not a expert in this field).

I can check with my colleague how hard it would be to move some of this changes.