Vulkan


Vulkan “But WHY?” FAQ

Vulkan isn’t newbie friendly. But something that I get asked a lot are questions that aren’t answered anywhere or is hard to find (i.e. typically in the form of “why are things done this way?”) unless you are familiar with previous APIs (i.e. D3D11 & Metal) and existing HW limitations. […]


Vulkan integration between multiple libraries (e.g. Qt + OgreNext)

So I’ve been working into integrating Qt Quick (QML) and OgreNext when using the Vulkan RenderSystem for use in Gazebo. Note that I’m talking about Qt Quick. The ‘stable’ Qt Widgets interface (which uses QVulkanWindow) doesn’t have this problem because it’s too simple. There are various ways to perform an […]


RenderDoc ‘Ref All Resources’ + Vulkan + Memory Aliasing = Beware

By default RenderDoc only downloads resources used by the frame being captured. Resources not used during that frame are not saved. Unless ‘Ref. All Resources’ is enabled, that is. I recently fixed a bug in Ogre where Ref. All Resources would randomly corrupt GPU memory after capture; both in my […]


A little clarification on modern shader compile times

So I saw these tweets earlier today: Horizon Zero Dawn has been fun.Tells me I have an old driver. Still runs. Takes 30 minutes to compile shaders. I watch the intro cut scene. I think. Better to update the drivers. I quit. Update drivers. Start the game again.And now we’re […]