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2 commits

Author SHA1 Message Date
d80786e99a perf(render3d): mesh-shader grass dispatches each tile with its own count; not yet counted as implemented
A chunk's dispatch was sized for its largest tile, so the far tiles beside a
near one ran thousands of empty invocations: 9.8 ms of grass at 4K on an RTX
3070 Ti. One dispatch per tile, sized to that tile, brings it to 5.0 ms - still
three times the chunked path's 1.7 (36 fps against 41), so GF_MESH_GRASS is not
implemented yet and the Advanced row says a coming update.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:40:47 +03:00
00ebd6df77 docs(changes): changesets for DLSS and Reflex, HDR output, mesh-shader grass, the Vulkan grass fix and app native
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:21:18 +03:00