This seems like a reasonable omission that developers might care about, thanks!AFAIK @leman said Metal has no direct equivalent for the mesh shader pipeline.![]()
3DMark has a feature test that shows the framerate difference when using mesh shading versus not. I think it exaggerates the performance improvement, but there is one.
That said, it doesn't seem like there is any hardware limitation here; updated metal API's (or even some shared open-source implementation) could over come this disparity, but who's to say Apple will actually implement these directly. If not, the metal shading language already has hooks for implementing customized pipelines, so I'd be surprised if some of the developers who really enjoy using a mesh shader pipeline haven't already implemented their own versions.
Hardware real-time raytracing is incredibly cool, but only widely used in some of the higher end gaming GPUs. The vast majority of gamers don't have raytracing capable GPUs --- at the moment this is very much a future-forward thing.Not only does the Mac not get hybrid RT in the normal game, but 4AGames didn't bother even trying to convert the Full RT Enhanced Edition Engine at all.
On the other hand, I don't disagree; even if Apple didn't care about games, there's no reason to not have hardware raytracing as they license GPU IP from Imagination Technologies, a leader in (power efficient!) raytracing tech, and gaming isn't the only viable use-case for hardware accelerated raytracing (e.g., could significantly boost creative graphical workflows).
With as much raw power the M1Pro/Max chips have shown within their thermal envelope, I'm guessing Apple is going to release things like raytracing as "magical" new features in coming iterations. We'll see.