Dealing With Memory Management On Vulkan

Written by Michael Larabel in Vulkan on 5 February 2016 at 08:28 AM EST. 3 Comments
VULKAN
Recently a NVIDIA engineer blogged about shader resource binding with Vulkan. The latest NVIDIA blog post about this next-gen graphics API is on memory management.

The latest topic on NVIDIA's GameWorks blog is about Vulkan memory management. The post goes over memroy hierarchy, staging buffers, alignment and aliasing, buffer offset usage, etc.

The NVIDIA blog post concludes with, "Sub-allocation is considered to be a first class approach when working in Vulkan. There are certainly cases where one doesn’t need to use it (e.g. very large 3D volume textures). However, the fact that Vulkan provides us with this flexible and granular approach to memory management, means that with careful consideration to the requirements of our application, one can craft improved memory management schemes. When this level of performance control is less important than maintainability, OpenGL will continue to deliver. Vulkan on the other hand will find its place where highly dynamic scenes containing many elements require this type of orchestration to achieve peak performance across platforms."
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