Hello, i have a lot a question and idk if is the good place, but i’m submit it here ^^
Initially in the way of blender 3.0 I see that Vulkan was planned to be implemented, after a little research I realize that the Repo, is very little updating, and that a lot of people are complaining that since 2019 - 2020 Vulkan must be intended for blender.
And by searching an egg on the internet and in the GitHub repos, I understand that Vulkan is planned for Blender 3.1? and not for the 3.0 (Besides the 3.0 is delayed because it should be released in August 2021 ??) is this correct?
I also have a question about Mesh shader (Nvidia)
I have documented a lot on this technology, having understood that it is supported under, DX12 3D ultimate / VULKAN / OPENGL, I ask myself the question of when, that this technology will see the light of day in blender, both under native form by the entities of the viewport camera and the scene camera, or then both by a separate constructor camera which allows this functionality to be activated independently and to choose the number of vertices per cluster or to leave it dynamically.
The most likely answer I expect to come is, once Vulkan is implemented in Blender 3.1 (3.1 ???) then we will start deploying this technology (Meshlet).
Now I rephrase my questions about Meshlet:
- When is this technology planned (Which blender version) (For eevee 2.0?)?
- The support will be done under which Engine (Dx, opengl, vulkan)?
- Have you already started to work on the integration of this techno (Meshlet)?
Introduction to Turing Mesh Shaders | NVIDIA Developer Blog
EEVEE 2.0
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I also saw that eevee 2.0 is programmed, what are the new functionalities or performance of this new engine?
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Is for blender 3.1 ?
Thank you in advance for the clarification of my questions
And long live blender!