I'm surprised this only has 2.4K views. I am new to graphics programming and I find these high level explanations of the purpose of the components to be indispensably helpful. Thank you so much GetIntoGameDev.
Not a silly question! It sort of is, it’s called a subpass, but as every renderpass requires at least one subpass, you could think of it as the default content of a renderpass.
At a high level, the graphics pipeline is the same. However, vulkan is not supposed to be a high level interpretation of the graphics pipeline. It benefits from the fact that you can interact with different low level operations with excruciating detail. I would have liked to see some lower level vulkan concepts covered in this video such as the command buffer, swap chains, and how semaphores are used to sync cpu and gpu processing.
I'm surprised this only has 2.4K views. I am new to graphics programming and I find these high level explanations of the purpose of the components to be indispensably helpful. Thank you so much GetIntoGameDev.
Same toughts .
It helped me a lot to understand how Vulkan organizes its graphics pipeline! Thank you!
very thankful for your explanation 🙂
my understanding increases like 100% while the subject is explained through pen and paper I don't know why
Me too, feels like I'm turning ideas into physical objects
Very good and helpful explanation. I can hear an owl in the background 🦉🦉
this is just lovely thank you!
You’re welcome!
Thank you for the breakdown. Are these things fixed once the pipeline is created or can they be modified on an existing pipeline?
this must be first video
27:30 CAT UNDER DESK
EDIT: AND 28:24 AAAAAA
😹
excellent
My question could seem silly, but I would ask it anyway. Is subpass:0 a renderpass itself?
Not a silly question! It sort of is, it’s called a subpass, but as every renderpass requires at least one subpass, you could think of it as the default content of a renderpass.
@@GetIntoGameDev thank you 😃
🎉
See no difference from OpenGL pipeline.
At a high level, the graphics pipeline is the same. However, vulkan is not supposed to be a high level interpretation of the graphics pipeline. It benefits from the fact that you can interact with different low level operations with excruciating detail. I would have liked to see some lower level vulkan concepts covered in this video such as the command buffer, swap chains, and how semaphores are used to sync cpu and gpu processing.
@yeezusjesus7617 Long time passed, learned whole WebGPU documentation very carefully, became WebGPU expert and now I see the difference!
Vulkan in Python?