Mesh Shading allows 1.8 billion triangles in Justice MMO, running at 4K @ 60 on an RTX 3060Ti; “ This is the mainstream of future games ”
Mesh Shading was first introduced by NVIDIA’s Turing Architecture with RTX 2000 series GPUs in the second half of 2018; Shortly after, we had the first real showcase released by NVIDIA in December of that year with their Asteroids demo.
Although it is now also supported by AMD’s RDNA 2-based RX 6000 graphics cards for next-gen PCs and consoles and is mentioned as a core feature of the DirectX 12 Ultimate bundle, we don’t ‘ve seen no actual implementation of Mesh Shading in a live game, which is a shame as the technology has the potential to improve performance by allowing geometry pre-selection, thus allowing developers to make scenes more complex without sacrificing performance in the process.
That has changed recently, with NetEase adding the feature to their Justice MMORPG (which previously also supported RTX Global Illumination and, before that, was the first title to feature both RTX and DLSS based shadows / reflections).
NVIDIA’s official blog sat down with game programmer Yuheng Zou to discuss the developer’s implementation of Mesh Shading, which can render 1.8 billion triangles in 4K and over 60 frames per second with one card. RTX 3060 Ti graphics.
Zou explained how this feature can dramatically increase geometric detail in games.
Our first thought is to make very detailed models that may require an insane number of triangles. Soon we discovered that we could combine Mesh Shaders with automatically generated LODs to achieve rendering complexity almost solely related to resolution, instead of polygon count. And we decided to give it a try. With so much Mesh Shader potential, we conceive that this would be the mainstream of future games.
Mesh Shading can extend the scalability of the geometry step and is very easy to integrate with the runtime. It has the ability to encapsulate the selection procedure in a single API call, which omits the tedious procedure of configuring state and resources, as required by indirect pull. With Mesh Shading, the selection algorithms we use can be very flexible. For example, in the shadow pass, we don’t have the depth information, so the removal of occlusions is just ignored in the shader.
Our technology makes it possible to render the parallax and silhouette of models with incredible fidelity. For scenes like caves, these details can produce a visually better image. It also provides ancient buildings, Chinese furniture and ornaments with a “meticulous” rendering, which allows the culture they carry to express itself righteously to the finest extent.
You can check it out in the justice preview video below.