@SaschaWillems2@VulkanAPI Advising use of legacy detection would be good to flush out any accidental use of deprecated APIs in new code: https://t.co/nXQ3JgBvs4
@ryanshrout@PlayStation@AMD Any idea _why_ they put out a video about technology "that only exists in simulation" (Cerny)? The video was highly scripted so represents some corporate purpose.
@kennyalive0 Mine too. Don't remember seeing reuse recommended in IHV perf guides. Have seen it warned against in at least one. Mostly wondering if it gets used anyway for convenience or some niche cases.
Vulkan users, do you ever build command buffers early and then reuse them in subsequent frames or do you always build all your command buffers fresh every frame?
#vulkan#realtimegraphics
@SebAaltonen This thread is mostly about one particular topology of cores and memory subsystem. For a diverse platform like PC or Android mobile, what's the strategy for running well across all devices? Possible to use a library like hwloc to query the topology and adapt?
@elonmusk Heard you say a few times that Earth was the computer that computed 42, but it wasn't. It was the greater computer to determine the question. It was just about to finish when it was destroyed to make way for a hyperspace bypass. https://t.co/437fvvV9Lg @CommunityNotes
Vulkan SDK origin story from Karen Ghavam and ARM Windows 11 Vulkan support from Richard Wright, plus an overview of the SIGGRAPH course on mobile graphics and some machine learning on the ARM Developers channel.
https://t.co/mHjUNLMzFs
LunarG are the caretakers of the Vulkan SDK, alongside other graphics projects. Openings are for Graphics and Compiler Engineers. Contribute to open source, work remotely, present at conferences, flat org, good colleagues https://t.co/6hN6krkC4L
#graphicsjobs#gpujobs#vulkanjobs
The Vulkan SDK components come from open-source repositories. While it is feasible to develop @VulkanAPI applications without using the Vulkan SDK, installing it has many advantages. Check out @LunarGInc's white paper that shares the many benefits. https://t.co/TfehsK5J7O
@LunarGInc releases new Windows, Linux, and macOS SDKs for @VulkanAPI header 1.3.216 that include the AMD Memory Allocator, Validation Layer Fine-Grained Locking by default, vkconfig enhancements, new extensions, and support for MoltenVK version 1.1.10. https://t.co/RfyBmfJ65m
Learn how Vulkan can be layered over the native Metal API to support @VulkanAPI development on macOS, iOS, and tvOS devices by using MoltenVK. Check out the updated @LunarGInc white paper. https://t.co/ABYHhzg1ez