![]() ![]() Shader scalarizationĪs we saw in the previous chapter, the use of descriptor indexing everywhere can lead to very poor shader performance if we use too many non-uniform registers. Here in Part 3 Ronan Marchalot discusses shader scalarization, Nicolas Vizerie discusses multithreaded render lists, pipeline barrier handling, and async compute shaders, and Jonathan Siret discusses memory management. ![]() ![]() In Part 2, Lou Kramer from AMD discussed non-uniform resource indexing on PC and on AMD cards specifically. In Part 1, Ronan Marchalot from Quantic Dream explained why they decided to use Vulkan® and talked about shader pipelines and descriptors. Hello, and welcome to Part 3 of our series on porting Detroit: Become Human from PS4 to PC. ![]()
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