Vulkan ? DX12 ? Meshlet ?... A lot a questions

Thank you for answering me, yes I do understand that each developer is assigned to a task and when it is completed he can move on to the next one, it seems to me quite logical in itself, because once start the work we finish it, we do not have fun doing the job and launching Lots of projects at the same time so as not to finish them!

Indeed I had read the article about eevee, and I also understood that the direct performance will not affect, but this just allows a better implementation of the additions and a great ease!

So if I ask questions about meshlets, it is because this technology is very interesting, and allows to gain performance gains in rendering and in viewport navigation thanks to the different approach it offers (Culling , cluster culling etc …)
This is a huge time saving for the Renderings because any geometry not displayed is not to be calculated, and thanks to the principles of the display limitation of a certain number of TRI MAX we do not overload the performances and all that remains managed by additional LODS.
For me this technology is really a big leap in time even though it has existed since 2000, and besides AMD and Nvidia each have their own in terms of mesh technology:

  • Primitive AMD Mesh
  • Nvidia mesh Shader

I was able to document myself a lot on Mesh shader, But that of AMD remains very little to document although nevertheless the 2 technologies which are based on exactly the same principle with a few exceptions (that of Nvidia is better) We really have big gains in terms of performance, because obviously everything that is not svu is not processed and therefore for example for large sculpt it can be very interesting in terms of performance, the same when rendering the scene!

And besides these technos are natively increment in DX12 From what I could read, and also in vULKAN And OpenGL (??)

But I understood that your procedure is as follows

EEVEE-REWRITE → VULKAN → And the additions will be done here
l (Or)
l → Vulkan For EEVEE-REWRITE

But quite honestly after my personal research, and once the high priority on Blender, I think it would be wise to be interested in an implementation for Blender, Because it is only a matter of time before seeing these techno appear among competitors. And is only beneficial in optimization!

Thank you for reading me and looking forward to reading you too