Alexey,
Glad to know that it's Vulkan based & not CUDA. What kind of issue did you encounter on AMD GPUs? Also, does the current CPU fallback provide the same end result (but slower) that the GPU path?
One more question: the out of core mesh generation seems to rely a lot less on GPU compute after the depth maps have been generated, right?
Haven't test a whole lot but I'm happy to see that the final mesh output is now better with less of the unwanted polys everywhere.
Edit:
Trimming seems to be a bit strange:
1.6 9217:
1.6 9397:
(also "main/mesh_trimming_radius: 30" doesn't seem to have any effect at all now)
BTW there's a typo in the console log it says Outlier instead of Outliner during texture generation.
Cheers
Mak