![]() ![]() ![]() Here in Part 3 Ronan Marchalot discusses shader scalarization, Nicolas Vizerie discusses multithreaded render lists, pipeline barrier handling, and async compute shaders, and Jonathan Siret discusses memory management. In Part 2, Lou Kramer from AMD discussed non-uniform resource indexing on PC and on AMD cards specifically. In Part 1, Ronan Marchalot from Quantic Dream explained why they decided to use VulkanĀ® and talked about shader pipelines and descriptors. Hello, and welcome to Part 3 of our series on porting Detroit: Become Human from PS4 to PC.
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