

Submitting work to command lists doesn’t start any work on the GPU. Accept the fact that you are responsible for achieving and controlling GPU/CPU parallelism.The single check for the existence of the extension is negligible per region. NVIDIA profiling tools utilize these markers so it’s recommended to keep region annotations even in release builds.Note that this extension will only be visible when a tool that consumes the information is available.

Annotate your rendering regions with VK_EXT_debug_marker, or use the newer VK_EXT_debug_utils, to improve the debugging and profiling experience when using tools.Make sure to turn it off in a retail build due to performance reasons. The same extension also allows attaching debug names to resources the callback will provide this information back to the application and debuggers like Nsight and RenderDoc for resource identification.
#Insidia tips and trick driver
The driver calls this for various non-performance critical validation checks it might perform.

Parallelize command buffer recording, image and buffer creation, descriptor set updates, pipeline creation, and memory allocation / binding.
#Insidia tips and trick full
It is not exhaustive, and is expected to be augmented over time, but should be a useful stepping stone for developers looking to utilize Vulkan to its full potential. The following document is a compilation of wisdom from some of the Vulkan experts at NVIDIA.
#Insidia tips and trick how to
Optimal use of Vulkan is not a trivial concept, especially in the context of a large engine, and information about how to maximize performance is still somewhat sparse. The increased performance potential of modern graphics APIs is coupled with a dramatically increased level of developer responsibility.
