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
“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
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)
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
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