Yes, the centralization of engines to Unreal, Unity, etc makes it so there’s less interest in pushing the boundaries, they are still pushed just on the GPU side.
From a CPU API perspective, it’s very close to just plain old buffer mapping and go. We would need a hardware shift that would add something more to the pipeline than what we currently do. Like when tesselation shaders came about from geometry shader practices.
Yes, the centralization of engines to Unreal, Unity, etc makes it so there’s less interest in pushing the boundaries, they are still pushed just on the GPU side.
From a CPU API perspective, it’s very close to just plain old buffer mapping and go. We would need a hardware shift that would add something more to the pipeline than what we currently do. Like when tesselation shaders came about from geometry shader practices.