@BlenderDev Genuinely curious why Windows ARM got left out. Not enough testers? Not a single graphics programmer in the world with access to an ARM machine? (Most likely)
@NOTimothyLottes Just yield the thread? I know OS sleeping primitives are horribly inaccurate but surely you can sprinkle in a few until deadline gets close?
@SebAaltonen I have seen 1 renderer in my life that used callbacks for customization, but yes it's bad. If a renderer uses callbacks it's doing too much / is too authorative.
@munsplit The keyword here is "development". Yes, it makes development easier. That doesn't mean you have to ship the same technique to players. Use RTX to accelerate in-editor real-time lightmap preview, but bake for production. Like Valve did for HL:A.
@simplex_fx I think it died because DOD is literally just the normal way of programming. If you write programs WITHOUT thinking about the data transformations you are doing something profoundly wrong.
@ankkala@Zino2201_ What's seen in the video is the result of some amateur reading back occlusion culling results to CPU instead of filtering draws directly on GPU during the same frame.
@BadTakeEnjoyer@SebAaltonen True but if we give the algorithm more data like albedo/roughness it can look more consistent. But at that point just do the shading in a shader.