Vulkan: Command Buffer Management

Let’s pick up where we left off of a few weeks ago and continue to discuss some of the performance critical parts of our Vulkan render backend. Today’s topic is management of command buffers and we’ll kick off with a quick overview of the user’s responsibilities when when working with command buffers in Vulkan.

»

Tobias Persson

Marketing Mini Series Part 3: Branding

In general, branding is one of the first things you tackle when creating a product, game, or company. In my opinion, it’s both one of the most fun and most frustrating aspects of marketing: fun because it’s creative and emotional, frustrating because creativity is, well… subjective and emotional.

»

Tricia Gray

Vulkan: Descriptor Sets Management

I could easily spend an entire post just writing about my love-hate-relationship with Vulkan. Over the last six months working with Vulkan it has brought me plenty of joy but also so much frustration and annoyance that I wouldn’t even know where to begin. And, to be honest, it doesn’t feel very productive. I think most people who have done some serious work with Vulkan know that it is “a bit” rough around the edges. But we have still decided to live with that as we believe Vulkan is moving in the right direction, both for being the only explicit cross-platform graphics API but also in terms of openness, performance and delivering quick access to new hardware features.

»

Tobias Persson