Geometry shaders & Tessellation

Instancing is has already been possible for some time as vertex shaders can take multiple vertexbuffers via vertexbufferbinding them however only dx had the ability to use vertex texture fetching max’s pr will allow that to work on open gl as well.

vtf can be used in concert with rendertargets to instance and perform more complex realtime calculation on the gpu. For things such as particles and possibly even more complicated data processing.
Essentially meaning more faster better.

Minimal example is at the bottom of the post though it doesn’t use vtf its just a very simple timing algorithm.