Nanite does some rasterization work in a compute shader when triangles are the size of pixels. Hardware Rasterization is still performed when triangles are big enough, since GPU hardware is optimized to work on multiple pixels per triangle. This optimization is unutilized when the tri is only 1 or 2 pixels big. For this project, all rasterization is hardware rasterization. In other words, I am rendering my geometry like normal.
Man that's awesome! That shouldn't be an add-on but integrated into Godot directly
doesnt nanite use something like geometry maps and rasterizing it within a compute shader?
Nanite does some rasterization work in a compute shader when triangles are the size of pixels. Hardware Rasterization is still performed when triangles are big enough, since GPU hardware is optimized to work on multiple pixels per triangle. This optimization is unutilized when the tri is only 1 or 2 pixels big. For this project, all rasterization is hardware rasterization. In other words, I am rendering my geometry like normal.