For reference here's the roadmap:
- Removing material depth writing from the raster pass
- Implicit tangents
- Moving to persistent culling over a BVH-per-object of cluster groups instead of the huge flat dispatch over clusters
- Software raster and making hardware raster less memory-hungry without mesh shaders (blocked on wgpu texture atomics)
- Better mesh conversion workflows and asset processing, and making it faster and higher quality
- Compute-based shading and software VRS (long term)
- Streaming (long term)












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