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Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3

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Lucas Miguel Antunes da Silva

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Description

[video] Vulkanised 2026: GPU-Driven Rendering in the Quest 2 and 3 is a Vulkanised 2026 talk by Lucas Miguel Antunes da Silva of DevSH Graphics Programming on GPU-driven rendering for Meta Quest 2 and 3.

It covers the Factions VR voxel game, VR performance targets, Adreno tile-based deferred rendering, hierarchical and low-resolution Z buffers, and why meshlets or visibility buffers fit poorly here. The talk presents a low-bandwidth GPU-driven culling approach, Quest 2 versus Quest 3 cost notes, and a Qualcomm feature wish list.

It is for advanced mobile and VR Vulkan engineers who already know GPU-driven pipelines and need TBDR-aware design rather than desktop meshlet recipes.

The recording is free on the Vulkan YouTube channel, about 22 minutes, from the San Diego 2026 program.

It is useful for adapting GPU-driven rendering where pass splits and descriptor indexing dominate cost on Quest-class GPUs.