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|Submitted geometry is immediately transformed and stored in per-tile lists. HSR is then done for each tile, yielding a list of visible fragments. | |Submitted geometry is immediately transformed and stored in per-tile lists. HSR is then done for each tile, yielding a list of visible fragments. | ||
|- | |- | ||
!Performance implications | |||
|Good old desktop GPU optimization | |Good old desktop GPU optimization | ||
|Optimizations discussed below for deferred GPUs | |Optimizations discussed below for deferred GPUs | ||