This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Discover some of the helpful tips and tricks for optimizing your next Unity* title. Find links to development guides, videos, and samples!
How to improve OpenGL* performance by using textures that have dimensions that are a power-of-two. It is accompanied by a C++ example application that shows the effects on game performance by using a texture with power-of-two dimensions and one that is not.
Accompanying this article is a simple C++ application that alternates between SSBOs and ACBs. Game developers can see the effect of both methods on rendering performance (milliseconds per frame). While this article refers to graphical game developers, the concepts apply to all applications that use OpenGL 4.3 and higher.
This article discusses why using a texture rather than an image can improve OpenGL rendering performance. It is accompanied by a simple C++ application that alternates between using a texture and using an image. The purpose of this application is to show the effect on rendering performance (milliseconds per frame) when using the two techniques.
This article demonstrates how using the proper texture format can improve OpenGL performance—in particular, using native texture formats will give game developers the best OpenGL performance. Accompanying the article is a C++ example application that shows the effects on rendering performance when using a variety of texture formats.
Learn how to add vertex attributes to a graphics pipeline, create buffers, reorganize rendering code, and more in this Vulkan* tutorial.
This article discusses how to improve OpenGL* performance by swapping Frame Buffer Objects (FBO) instead of using a single FBO and swapping surfaces. Swapping is useful when making multiple changes to a rendered image, such as switching color, depth, or stencil attachments. The recommendation is to use dedicated FBOs for each set in use, rather than sharing an FBO among all attachments. Switching...
This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it...
For more complete information about compiler optimizations, see our Optimization Notice.