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Question simple compute shader working on RTX not on GTX

Discussion in 'General Graphics' started by RZGames_Jethro, Mar 17, 2023.

  1. RZGames_Jethro

    RZGames_Jethro

    Joined:
    Jul 6, 2017
    Posts:
    88
    Hi i have a compute shader that cuts and mirrors mesh at runtime. It works perfectly smooth on a pc with an RTX card, but on an GTX1070 it doesn't complete the mirroring correct. It draws the Positive side, but for the negative side i just get a bunch of lines at the same position. If i debug the vertices, then it seems like all the y and z values are set to 0 only the x are correct...
    you can see the orange dot on the negative mesh side.
    upload_2023-3-17_17-53-36.png
    this is how the mesh looks (never mind the high number of vertices, I keep doubles, its not just the unique verts.)
    upload_2023-3-17_17-54-47.png
     

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    Last edited: Mar 18, 2023
  2. RZGames_Jethro

    RZGames_Jethro

    Joined:
    Jul 6, 2017
    Posts:
    88
    Hmm turns out its because i put some structured buffer to Raw when creating, i though that was the proper procedure for a non RW Structured buffer?
    anyway changing to structured solved it.
     
    DevDunk likes this.