- 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><blog><based><basic><covers><device><know><model> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <blog><aimed><based><basic><buffers><engine><know><plus> - Push Constants and the Big Texture Array // Vulkan For Beginners #30
Push Constants and the Big Texture Array // Vulkan For Beginners #30 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial…
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· <code><beginner><aimed><basic><descriptor><device><know><programmers> - Standardizing HLSL
Standardizing HLSL is a February 2026 DirectX Developer Blog post by Chris Bieneman announcing Ecma Technical Committee 57 to standardize the High Level Shading Language.
It…
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· <code><blog><based><engine><high><level><programmers><shader> - Vulkan Introduces Roadmap 2026 and New Descriptor Heap Extension
Vulkan Introduces Roadmap 2026 and New Descriptor Heap Extension is a January 2026 Khronos blog post from the Vulkan Working Group announcing VK_EXT_descriptor_heap and the…
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· <code><blog><descriptor><engine><high><image><model><sets> - niagara: Descriptor heaps
Niagara series livestream by Arseny Kapoulkine integrating Vulkan VK_EXT_descriptor_heap into a from-scratch renderer.
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· <code><buffers><covers><descriptor><engine><know><programmers><sets> - The Compute Shader // Vulkan For Beginners #28
OGLDEV Vulkan For Beginners episode 28 on compute shaders that generate a texture sampled by a full-screen graphics pass.
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· <code><beginner><covers><descriptor><image><layouts><selection><sets> - Terrain Altitude Blending - Terrain Shaders - Episode 15
Terrain Altitude Blending - Terrain Shaders - Episode 15 is a YouTube tutorial by Ben Cloward in his Terrain Shaders series on blending landscape layers by height in Unreal…
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· <aimed><based><basic><covers><engine><know><shader><want> - 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><blog><buffers><descriptor><engine><know><layouts><model> - AMD GPU Debugger
AMD GPU Debugger is a December 2025 technical blog post by Abdelhadi on building an AMD GPU debugger outside ROCm, inspired by Marcell Kiss and limited tools such as rocgdb.
It…
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· <code><blog><aimed><based><covers><know><programmers><shader> - Inline vs Pipeline Ray Tracing
Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as…
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· <code><blog><basic><comparing><covers><engine><know><programmers> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <code><blog><buffers><covers><descriptor><model><plus><programmers> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <code><aimed><based><basic><covers><mental><model><programmers> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><blog><covers><device><engine><explicit><habits><know> - 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><blog><basic><covers><image><model><programmers><short> - Descriptors are Hard
Descriptors are Hard is a full-slot talk by Dr Faith Ekstrand of Collabora at XDC 2025 (X.Org Developer's Conference), focused on how modern graphics APIs expose resources to…
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· <code><aimed><compilation><covers><descriptor><engine><programmers><shader> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
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· <code><blog><aimed><architecture><compilation><device><engine><high> - REAC 2025 Anvil Rendering Architecture
This is a REAC 2025 conference talk video by Nicolas Lopez and Michel Bouchard of Ubisoft about Anvil's rendering architecture as a centralized monorepo engine shared across…
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· <code><architecture><based><comparing><covers><engine><plus><programmers> - VK_KHR_unified_image_layouts
VK_KHR_unified_image_layouts is an official Vulkan Documentation Project feature proposal explaining an extension that largely removes the need for image layout transitions by…
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· <code><based><engine><image><layouts><plus><programmers><synchronization> - SSAO, Close Enough since 2007 | A Brief History
This YouTube video by Zenteon is a single talk surveying the history of screen-space ambient occlusion (SSAO) from its 2007 debut through modern variants.
It covers Crytek…
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· <based><basic><buffers><covers><know><plus><programmers><shader>