Again, this is not accurate. Primitive Shaders still includes the Input Assembler Stage of the Geometry Pipeline, whereas Mesh Shaders goes further in getting rid of it completely, or being able to do what it does entirely without it.
D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency. In this new and improved pre-rasterization pipeline, Mesh and Amplification Shaders will...
devblogs.microsoft.com
Primitive Shaders still has some of the more limiting behaviors that Mesh Shaders goes much further towards getting rid of. Go look up any technical definition of Primitive Shaders, and you will see that it doesn't as completely change the entire geometry pipeline as Mesh Shaders does.
Pay attention to the part where they say the input assembler has to dynamically identify vertex reuse every time a mesh is drawn. Not so with Mesh Shaders, it avoids that kind of process altogether.
Another example where it's made clear that it's replacing the input assembler stage.
Have a look at the patent for Primitive Shaders. Read from the patent what it says about the old pipeline.
https://patents.google.com/patent/US20180082399A1/en
here's what it looks like with prim shaders active in figure 4A. Notice the Input Assembler is still there? Mesh Shaders goes beyond that.
Ultimate goal of Mesh Shaders along with Amplification Shaders, which Series X also supports, is to get rid of the hardware tesselator.
Engineering specs for DirectX features.
microsoft.github.io
I think this is a major part of the reason Microsoft made the Series X GPU so big in the first place. They wanted as much compute capability as possible on as many ALUs to take advantage of where videogame graphics is headed, and it's definitely towards a more compute based model. I also suspect Primitive Shaders still largely relies on a hardware tesselation unit, whereas Mesh Shaders has the ability to go beyond the fixed function limitation.
Finally look at Nvidia's own illustration. Notice how there is no "Tesselation Stage" at all in the drastically altered mesh shader pipeline in Nvidia's illustration?
Meanwhile in the primitive shader patent, what do you see?
https://patents.google.com/patent/US20180082399A1/en
The world-space pipeline
430 includes a surface shader
402 and a primitive shader
404. The surface shader
402 is enabled when tessellation is enabled. When tessellation is enabled, the surface shader
402 implements the functionality of the vertex shader stage
304 and the hull shader stage
306.
The tessellator stage 308 is still implemented in fixed function hardware. The surface shader
402 is disabled when tessellation is disabled. The surface shader
402 is implemented partially or fully as a shader program executing on the parallel processing units.
Mesh Shaders based on the information present, clearly is on another level from Primitive Shaders. This is why AMD followed Nvidia's lead and moved to Mesh Shaders with RDNA2 on PC. Only consoles that support this are Xbox Series X|S. PS5 doesn't.