Mesh Shaders with Meshlets sound ideal for DOTS any info or anyone working on a DOTS Mesh Shader?

So Mesh Shaders are clever technology that speeds up the rendering pipeline by working more efficiently and more in line with the harware of the GPU.

In essence meshes are broken into Meshlets that are smaller and can be fed through a GPU a lot faster (Think DOTS caches for the GPU).

Therefore DOTS on the CPU side could be the ideal way to feed the GPU lots of Meshlets and take full advantage of that power of both the CPU and GPU.

So any news onf Mesh Shaders and DOTS yet?

You already created similar thread very recently.
Why you spamming duplicates?

This is a brand new idea combining Mesh Shaders and DOTS, could you link me to the other post so I can check to see if it’s a duplicate?

That’s about running DOTS code on the GPU not Mesh Shaders and Meshlets.

Great technical video on Mesh Shaders that goes into Meshlets.

https://www.youtube.com/watch?v=vV7ebQ3IfcM

What performance problems are you seeing with the new Mesh API?

I mean possible 5-10x FPS increase is nothing to sneeze at… Has applications in CAD, and high res models too.

I’m interested in this as well but these seem to have been ignored by everyone so far, because it’s still relatively new and experimental I guess? Or there is a large downside? Raytracing got support around the same time but getting picked up faster than this. But there is near 0 chance Unity is working on this for at least a few years.

That may change if we can provide evidence that “DOTS is slow”, hence the question (partly :p).

Yeah I’m hoping someone will post a benchmark made in Unity and maybe get official support off the ground. I’ve thought about doing it occasionally since would be great for my game, from brief reading it doesn’t look that hard but I don’t want to start and find myself in deep rendering water.

I think this is all done on GPU through a shader, basically it’s a compute shader applied to mesh rendering.