- Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <code><advanced><buffer><data><examples><model><structures><threads> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
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· <code><advanced><assumes><async><data><memory><parallelism><structures> - Simplifying Vulkan One Subsystem at a Time
Simplifying Vulkan One Subsystem at a Time is a February 2026 Khronos blog post by Tobias Hector (AMD / Vulkan Strategy Officer) on cutting Vulkan API complexity through…
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· <code><advanced><buffer><buffers><data><intermediate><memory><model> - Effective Modern C++
Scott Meyers guide to 42 best practices for C++11/14 - move semantics, smart pointers, lambdas, and avoiding common modern C++ pitfalls.
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· <code><advanced><book><assumes><atomics><concurrency><mutexes><threads> - The Art of Render Graphs
The Art of Render Graphs is a February 2026 technical blog post by Ali Elmorsy on designing a Vulkan render graph while building a game engine.
It defines a render graph as a…
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· <code><buffers><command><designing><examples><intermediate><ordering> - Integrating ImGui with Vulkan: Step-by-Step Guide
Integrating ImGui with Vulkan: Step-by-Step Guide is an OGLDEV YouTube tutorial that adds Dear ImGui to an existing Vulkan application.
It explains why immediate-mode UI forces…
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· <code><buffer><buffers><command><intermediate><practical><recording> - WWDC25: Unlock GPU computing with WebGPU | Apple
[video] WWDC25: Unlock GPU computing with WebGPU | Apple is a WWDC25 session from Apple Developer in which Safari engineer Mike explains WebGPU for graphics and general-purpose…
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· <code><buffer><buffers><command><data><intermediate><recording> - The Buffer Offset Alignment Crisis // Vulkan For Beginners #22
This OGLDEV YouTube video is episode 22 of the Vulkan For Beginners series.
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· <code><buffer><buffers><intermediate><loading><model><shared> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
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· <code><advanced><data><examples><memory><shared><structures> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><advanced><data><managing><memory><pools><shared> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <code><advanced><buffer><buffers><intermediate><model><practical> - Learning About GPUs Through Measuring Memory Bandwidth
Learning About GPUs Through Measuring Memory Bandwidth is a Traverse Research / Evolve blog article by Manon Oomen on designing microbenchmarks that isolate GPU load and store…
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· <code><advanced><buffer><buffers><designing><examples><memory> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
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· <code><advanced><data><intermediate><memory><practical><state> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
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· <code><advanced><buffer><buffers><memory><practical><recording> - Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview is a technical blog article by Amar Patel.
DirectX Developer Blog announcement by Amar Patel of Shader Model 6.10…
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· <code><command><intermediate><memory><model><practical> - Multi-Threading & Mutation
Multi-Threading & Mutation is a technical blog article by Ryan Fleury.
Essay by Ryan Fleury on designing multi-threaded systems by minimizing synchronization and carefully…
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· <code><data><designing><intermediate><practical><structures> - Introducing Eyot - A programming language where the GPU is just another thread
Introducing Eyot - A programming language where the GPU is just another thread is a March 2026 announcement by Duncan Steele of Cowley Fornia Studios for Eyot, an early-stage…
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· <code><buffer><concurrency><intermediate><scheduling><threads> - RenderDoc - Version v1.41
RenderDoc - Version v1.41 is the GitHub release notes for RenderDoc 1.41, baldurk's open-source graphics debugger for capturing and inspecting GPU frames.
The headline change is…
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· <code><buffer><debugging><intermediate><memory><threads> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
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· <code><data><intermediate><memory><practical><variables> - Triple Buffering in Rendering APIs
Triple Buffering in Rendering APIs is a September 2025 practical guide on 4rknova.com explaining how a third swapchain image changes smoothness and throughput versus double…
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· <code><buffer><intermediate><memory><model><practical>