@valigo Memory mapping might be helpful while dealing with archives and resources, it simplifies portability and code since prefetch is available on all OSes which means you can use a separate one IO thread, and you simple don't need to allocate memory to uncompress file later.
@panoskarabelas That's kind of a reason why I hate modern APIs honestly. Instead of doing simple thing, you do barriers, syncs, layouts, memory management, heap management, set management. That's just not how modern hardware works tbf.
@sampavlovic Do you use occlusion probes or different technique for rejecting probes? If so, did you try using SH instead of octahedral probes for better compression?
@guycalledfrank@theironlefty@AntonHand It uses RNM as a specular fallback. You can see this in the way it occludes light on angle (you can find shader in game directory, "Engine/Shaders/BasePassPixelShader.usf")
@tsoding@lisyarus It depends on which extensions you want to use. The default Vulkan 1.0 is almost impossible to use without a pain (explicit barriers, render passes, descriptor sets, etc.). However, the recent 1.4 version fixes many issues and is much easier to use.