The 3DMark Mesh Shaders Feature Test has already been tested on Xe-HPG, but we’d rather look at how cards that are already on the market (in a way) will be shown. Mesh Shaders are one of the four major innovations brought by the DirectX12 Ultimate API, in addition to DX Ray Tracing, Sampler Feedback and Variable Rate Shading. For ray tracing and variable shaders, UL Benchmarks have already prepared the appropriate tests for their 3DMark, and now it’s Mesh Shaders’ turn.
It is a short test in which the scene is rendered first without the use of Mesh Shaders and then with them, while monitoring how much the power will increase, or we can talk more about multiples of power.
From the performed tests we can find out, for example, that the Turinges are faster than Ampere in the basic part of the test, but after turning on the Mesh Shaders they no longer have a chance. And between Turing RTX and Ampere is the new generation of AMD RDNA2. However, there are still few tests performed, and most importantly, we also learned that AMD has released new 21.2.2 drivers, which really dramatically increase the performance of Mesh Shaders:
Previously, the Radeon RX 800 XT achieved without Mesh Shaders the final 26 and 206 FPS and now it is 28 and 524 FPS, ie the increase in performance is 1770 percent, while from the NVIDIA stable is VideoCardz
the best RTX 3090 with an increase of 865 percent. However, in a moment NVIDIA can also come back with new drivers, so it is not really possible to draw any conclusions about who has better Mesh Shaders. After all, it’s also just a short synthetic feature test, and it can be different in the games themselves.
However, it turns out that Mesh Shadery
they can be really very useful in geometrically very complex scenes, thanks to which we could look forward to games with a much more detailed and richer environment. It is a new way of processing geometric data that greatly simplifies the graphics pipeline and eliminates bottlenecks in performance. Mesh Shaders can divide large models into smaller parts (meshlets), which are then processed in parallel and overall more efficiently. They also replace classic vertex shaders, tessellations and geometric shaders.
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Source: Svět hardware by www.svethardware.cz.
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