Your point is not relevant and not the main point on what i pasted here about the interview. Everybody knows that some of DX12U features are not currently in use, specially on last-gen port games.
Let me paste the text again, please, read carefully the bolt texts below. In this
SPECIFIC point
THEY'RE NOT TALKING ABOUT METRO EXODUS, BUT THE FUTURE 4A NEXT-GEN PROJECTS. If this question was only about Metro Exodus, they should using SFS in this game right?
My point is, again, Mesh Shaders/Geometry Engine, SFS, VRS ,etc..etc..etc.. all good features, but not silver bullets. Some studios could use in next-gen projects, and some not. That's what i was talking with Rikky.
There's some phantom belief about.. "oh, when mesh shaders will be use, we will see a tremendous difference". That's what many was talking last year about VRS Tier 2. The results is here. Maybe in 2 years we discuss again about these "huge" results in SFS and Mesh Shaders.
Out of the features available in DirectX 12 Ultimate, which one do you believe will be most useful in terms of performance? Do you plan to utilize them all in the next 4A Games project?
Currently, we use DXR 1.1 inline raytracing and VRS. I like sampler-feedback - I’ve asked hardware
vendors about this for years and it will be utilized for our future projects. Not sure if we’d go for
mesh shaders in the future as we are not that dependent on traditional vertex/primitive/raster
processing anymore on recent architectures. Our current frames are only about 10% raster and
90% compute on PlayStation 5 and Xbox Series X. And raster pairs well with async compute.
Source (again): https://wccftech.com/4a-games-tech-qa-rtx-3000-is-in-a-different-league-for-rt-but-amds-approach-is-more-flexible/