Dealing With Memory Management On Vulkan
Written by Michael Larabel in Vulkan on 5 February 2016 at 08:28 AM EST. 3 Comments
Recently a NVIDIA engineer blogged about shader resource binding with Vulkan. The latest NVIDIA blog post about this next-gen graphics API is on memory management.

The latest topic on NVIDIA's GameWorks blog is about Vulkan memory management. The post goes over memroy hierarchy, staging buffers, alignment and aliasing, buffer offset usage, etc.

The NVIDIA blog post concludes with, "Sub-allocation is considered to be a first class approach when working in Vulkan. There are certainly cases where one doesn’t need to use it (e.g. very large 3D volume textures). However, the fact that Vulkan provides us with this flexible and granular approach to memory management, means that with careful consideration to the requirements of our application, one can craft improved memory management schemes. When this level of performance control is less important than maintainability, OpenGL will continue to deliver. Vulkan on the other hand will find its place where highly dynamic scenes containing many elements require this type of orchestration to achieve peak performance across platforms."
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Michael Larabel is the principal author of and founded the site in 2004 with a focus on enriching the Linux hardware experience. Michael has written more than 10,000 articles covering the state of Linux hardware support, Linux performance, graphics drivers, and other topics. Michael is also the lead developer of the Phoronix Test Suite, Phoromatic, and automated benchmarking software. He can be followed via Twitter or contacted via

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