This blog post discusses recent improvements and additions to the memory management interface of our Vulkan implementation, based on collaborating with game developers porting their games to Vulkan.
We also provide the DedicatedAllocationVk sample which illustrates basic use cases for the extension.
- Host-local memory types (in “GPU accessible system memory”) to allow applications to put buffers, textures and render targets into host-local memory to gracefully handle device-local memory (“video memory”) oversubscription.
- Introduction of the VK_NV_dedicated_allocation extension that allows applications to provide additional explicit information in order to enable additional optimizations.
I looked forth and back, but i saw no difference between regular and dedicated allocation in the sample?