Talks to Watch

Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2

29K views · Oct 10, 2024 · 43:13 · 2 HN recommenders · 4 mentions · discussed 2024–2025

A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.

Why Hacker News points people here: HN points to it as a detailed production example of mesh shaders and GPU-driven rendering, though some find it daunting.

“A related talk of using Mesh shaders for Alan Wake 2”HN comment, 2024

What Hacker News said 4

RecommendsdagmxOct 2024

“A related talk of using Mesh shaders for Alan Wake 2”

Related talk on mesh shaders in Alan Wake 2

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A related talk of using Mesh shaders for Alan Wake 2 this video And I find Apple’s intro to mesh shading to be a fairly good primer for someone unfamiliar with Mesh shading link

in “Mesh Shaders – The Future of Rendering [video]” · view on HN
RecommendsneomantraOct 2024

Good explanation and demo of mesh shading

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This is a great read, thank you for sharing! I learned a lot from reading it and I'm pretty experienced in this space! I enjoyed checking out your other work too. OPs article heavily covers Vertex Amplification. I didn't realize VisionOS used Vertex Amplification for this, but it makes sense since the hardware supports it. For those interested in Mesh Shading (a few good videos released this week [1][2][3]), Vertex Amplification is a key tech for Mesh Shading, where one writes Object/Mesh functions (names in Metal API, called Task/Mesh/Amplification shaders in other APIs). Introduced by Nvidia in 2018 and only really available en masse for the last couple years, Vertex Amplification was the first time a GPU could create vertices (or "destroy" them by not emitting anything), versus the fixed mesh inputs. It's so cool and powerful and a different way of thinking about the pipeline. This article shows the same concept, but in Vertex Shaders for multiple render targets. While you might not make a Vision app, it could be worthwhile read to further understand this architecture. I've spent a few months in Metal Mesh Shading and hadn't realized this application of it at all. [1] link [2] link [3] this video (good explanation and demo)

in “Drawing Graphics on Apple Vision with the Metal Rendering API” · view on HN
Cites itpjmlpDec 2024

Example of GPU-driven rendering with mesh shaders

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For example OTOY uses CUDA renderering. link If you prefer actual code, link and "Mesh Shaders - The Future of Rendering" link "GPU driven Rendering with Mesh Shaders in Alan Wake 2" this video

in “Pat Gelsinger was wrong for Intel” · view on HN
Cites itflashblazeJun 2025

“Watching these kinds of talks I realize, I'm not built for this”

Example of advanced talk that feels out of reach

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Definitely reverse engineering and shaders. Watching these kinds of talks I realize, I'm not built for this: this video

in “Ask HN: What cool skill or project interests you, but feels out of reach?” · view on HN