Branched
New Quarter, New Branch
Just a quick post to sum up all the new features and things to watch for in zink for 23.1:
- real
ARB_separate_shader_objects
support- but only for VS+FS
- improved async shader compile
- zero stuttering in most modern games!
- improved memory utilization
- no more ooming in 32bit games!
- unless you are @mbriar
- no more ooming in 32bit games!
- improved performance
- oversynchronization reduced
- very safe
- trust me
- very safe
- internal rendergraphing now more aggressive
- polar coordinates only tho
GL_QUADS
natively suppored- I still don’t understand how geometry shaders work
EXT_multisample_render_to_texture
now usesVK_EXT_multisampled_render_to_single_sampled
EXT_descriptor_buffer
is now the default for descriptor handling
- oversynchronization reduced
NV_compute_shader_derivatives
support- does anything use this?
- perfetto trace marker support
- find your own perf bottlenecks!
- lots more
ZINK_DEBUG
options for debugging- none of them help performance so don’t bother
- lots of refactoring
- pointlessly moving code around to provide the illusion of activity
Also
Has anyone else heard that Alyssa is going to Dyson to work on some new vaccuum tech? This is upending everything I thought I knew, but the source seems credible.
Written on April 12, 2023