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I find it fun that the essence of the PS2's Vector Unit 1 is reborn in DX12/Vulkan's "Mesh Shaders" https://www.geeks3d.com/20200519/introduction-to-mesh-shader...

TLDR: Where the GPU's traditional geometry API mostly worked 1 independent vertex at a time (with a few unsuccessful extensions), Mesh Shaders are a more free-form, compute-shader-like approach where you can load as much arbitrarily-structured data as you can fit in a fixed SRAM then compute however you like and output triangles directly to the rasterizer. Pretty much exactly like the VU1, but with Shader Model 6 syntax.



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