@GDCPresoReviews@mastodon.gamedev.place
2026-04-23 17:12 UTC
Another interesting thing they said about barriers I forgot to mention: if you’re recording command lists in parallel, but executing them serially, it’s difficult to issue correct barriers because you don’t know at recording time what state a resource will be in.
They tried the approach where you add tiny fixup command lists between your real command lists, and found it really complicated to implement. And they tried not allowing threads to issue *any* barriers, but it wasn’t flexible enough.
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@GDCPresoReviews@mastodon.gamedev.place 2026-04-23 17:13
IMO this is a clear win of Vulkan’s fence-based barrier model over D3D12’s (traditional, non-enhanced) state-based barrier model