GPU Tessellation support for Metal

It’s not on the roadmap, will this be added ?

How about, at least, we not make Metal/Vulkan the default API for platforms until they support the features of the older APIs? Anything which is #pragma target 4.0 fails to compile on OSX Metal, even though they would work just fine on openGL. So basically tons of stuff just breaks until you manually remove Metal support from your game.

Talked to the team and it’s on the roadmap (and I added it to the public roadmap). However, it’s a little down the list before we get to it.

2 Likes

but this feature is in reaserch area,this is means may be not support ?

It’s looking more like the Unity adaptive tessellation demo at last year’s WWDC was vaporware.

I mean, a proof of concept is not an implementation into the engine for every platform/use case. Having said that, it is disappointing that these features take so long to be usable by the end-users of the engine.

Yes, it was a proof of concept video, and yes the accompanying blog post by Unity said that they can not wait to ship these features. Considering that the hardware and API support has been there, one would have thought that the bulk of the wait has been for Unity to finally get macOS support for Metal. That’s finally arrived with Unity 5.6, though unfortunately editor support was knocked back to experimental. It’s very disappointing to see that adaptive tessellation has gone from a successful proof of concept to a non-committal research project… while at the same time competing game engines have gotten it done. Hopefully Unity decides to pull this off the back burner and finish up the work.

1 Like