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Implement bindless pipeline to optimize VRAM usage#504

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PancakeTAS wants to merge 31 commits intodevelopfrom
feat/bindless
Draft

Implement bindless pipeline to optimize VRAM usage#504
PancakeTAS wants to merge 31 commits intodevelopfrom
feat/bindless

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@PancakeTAS
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After 9 weeks of experimenting with Vulkan, I have finally finished the bindless pipeline. Some small issues are still left to be ironed out, but the pipeline is usable and fast.

The new pipeline intelligently reuses memory, requiring 40% to 70% less VRAM to run. The bindless design of the new pipeline furthermore reduces CPU overhead, leading to a ~5-20% performance uplift on desktop GPUs, or a ~5% performance uplift on the Steam Deck.

A detailed explanation of what was done can be found in #483.

This version of lsfg-vk once again requires new shaders, packaged in a new DLL file called lsfg-vk.dll. It has not yet been uploaded to Steam and may take a bit longer until it is. Switch to the linux-testing branch to get the update as early as possible.

Closes #483

I think RenderDoc attaches a fence or something, so the dispatch never returns. And ontop of this it looks like timeline semaphores can be signaled back to a lower value, when shared across processes
This is a temporary commit, such that the console is not filled with message that cannot be turned off
@PancakeTAS PancakeTAS self-assigned this Apr 25, 2026
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bindless pipeline

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