Thoughts on graphics programming, performance optimization, and technology.
The first five experiments in the GPU memory access benchmark are best
understood as the foundation layer of the suite. They are not yet the dramatic
layout and coalescing experiments like AoS vs S...
Experiment 06 is where the GPU memory access benchmark stops asking “can we
measure GPU memory correctly?” and starts asking a more practical question:
VulkanSceneRenderer is a C++23 Vulkan renderer built for real-time glTF scene
rendering, physically based materials, and renderer experimentation. The project
has reached the point where it can loa...
Big graphics codebases are good at shipping features, but they are bad at answering narrow performance questions. Once frame time depends on scene streaming, asset formats, material systems, and ba...