I am happy to report that life after Roblox does indeed exist. When I quit, people told me I should take some time off, relax, unwind, recharge, travel…| zeux.io
When working with mesh shaders, the geometry needs to be split into meshlets: small geometry chunks where each meshlet has a set of vertices and triangle indices that refer to the vertices inside each meshlet. Mesh shader then has to transform all vertices and emit all transformed vertices and triangles through the shader API to the rasterizer. When viewed through the lens of traditional vertex reuse cache, mesh shaders seemingly make the reuse explicit so you would think that vertex/triangle...| zeux.io
In 2018, I wrote an article “Writing an efficient Vulkan renderer” for GPU Zen 2 book, which was published in 2019. In this article I tried to aggregate as much information about Vulkan performance as I could - instead of trying to focus on one particular aspect or application, this is trying to cover a wide range of topics, give readers an understanding of the behavior of different APIs on real hardware and provide a range of options for each problem that needs to be solved. At the time ...| zeux.io
3 years ago, we ported our renderer to Metal. It didn’t take much time, it was a blast and it worked really well on iOS. Today Metal is in better shape than ever - and I’d like to talk a bit about that. But first, if you have not read the original article, you might want to start with that; most of that still holds today.| zeux.io