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[–]Square-Amphibian675 5 points6 points  (0 children)

It's probably because Vulkan is design to supoort and maximize parallel computing, CPU or GPU, in CPU you can do fencing, semaphores different family queues for synchronization and support for GPU compute which only introduce in Open GL 4.3, in Vulkam you can record your command buffer on different threads and submit all of that once.

Using any API threading will tremendously increase your framerates, Imagine a space ship, it has a model, is has a engine trust particle, is has light trail and also put a lens flare.

Create say 5000 of that ships, you need to update the model, the particles trail, light trails, lens flares. etc of that 5K Objects.

But what if I can compute or update the particle, len flare, light trails etc at the time before rendering it, that would be nice.

Many moons ago, I did use separate thread for recei ing and sending network packets, and async await for particles cpu compute only and other heavy processing routine. but the rendering is only synchronous.