This makes a lot of sense in OpenGL (with a Geometry Shader) but in something like Metal I&#x27;m not sure you would get a lot of efficiency gains due to the way the command encoder manages state where each encoder would be a separate target with set of render states. With Vulkan you can actually re-use command buffers so theoretically you could get even better performance.<p>As far as the additional memory cost; the 2x memory on a PS4 may seem trivial but it certainly is not on a mobile device trying to do VR.<p>Great article, though. Inigo is truly a genius (his articles on tracing equations is a regular reference whenever I do any analytic gpu stuff).