I'm done with this for now.
The issue is not that it's technically difficult, but that our primary customer is Unity8. And Unity8 is not presently fast enough on mobile devices to keep up a smooth frame rate, either with constant double buffers or with dynamic queue scaling.
I'm done with this for now.
The issue is not that it's technically difficult, but that our primary customer is Unity8. And Unity8 is not presently fast enough on mobile devices to keep up a smooth frame rate, either with constant double buffers or with dynamic queue scaling.