

This will translate in developers being able to build 'more detailed and dynamic worlds than ever before'. Mesh Shaders, first demonstrated by NVIDIA in the Asteroids demo, allow geometry processing to be more programmable in a similar way to compute shaders. It's a technique that lets game developers dial shading rate down in those areas of a scene where it matters less, therefore saving performance, while the shading rate goes up in the most important areas. We already discussed Variable Rate Shading at length on Wccftech. Both the dynamic-shading and inline forms of raytracing use the same opaque acceleration structures. It is available in any shader stage, including compute shaders, pixel shaders, etc. Inline raytracing is an alternative form of raytracing that gives developers the option to drive more of the raytracing process, as opposed to handling work scheduling entirely to the system (dynamic-shading).Streaming engines can more efficiently load new raytracing shaders as needed when the player moves around the world and new objects become visible.

Basically, scenarios that prepare raytracing work on the GPU and then immediately spawn it. This ability is useful for adaptive raytracing scenarios like shader-based culling / sorting / classification / refinement. Raytracing without an intervening round-trip back to the CPU. This enables shaders on the GPU to invoke
