2026-04-23 07:09 UTC
@GDCPresoReviews@mastodon.gamedev.place but yeah i think it's safe to say that the static pso creation thing only really worked out if you happen to design your engine around a small number of pso permutations. e.g. if you're id tech. nixxes have the hardest version of the problem too, where single-platform games are designed around the highly dynamic nature of amd hardware, and then you need to retrofit that on top of an api that forces you to bake everything into the pso. thankfully a lot has improved since then.
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@GDCPresoReviews@mastodon.gamedev.place 2026-04-23 07:18
@dotstdy@mastodon.social Yep :) IMO one of the great things about this presentation is I see echoes of it nowadays: - Making PSOs more flexible with Vulkan's Graphics Pipline Libraries (and IIRC D3D announced something similar this year) - Players saying ray tracing isn't worth it