> What is pipeline events though? I haven't heard of that, and google isn't bringing anything up.
Last time I checked there is no way to know if the async (render) pipeline compilation is completed. If I add a large scene to the world I don't know when it will be ready to render. In other words, its non-trivial to add a loading screen in many circumstances, or to do things like adding and removing scene bundles without causing pop-in or freezes, something that no game engine should struggle with.
With something like pipeline events I mean if we could get events from the render world about the state of the pipelines or some other way to know, then we would at least be able to implement some kind of shader compilation stage / loading screen properly.
I care more about that kind of stuff than rendering a gazillion triangles at 60fps, although that is pretty cool ofc.
> P.S. I'm actually the author of the virtual geometry feature, so that was a particularly well chosen example :)
I didn't realize lol It's really impressive work regardless!