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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

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Found 75 results

  1. Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop? Thanks!
  2. Hello, my first post here :-) About half a year ago i started with C++ (did a little C before) and poking into graphics programming. Right now i am digging through the various vulkan tutorials. A probably naive question that arose is: If i have a device (in my case a GTX970 clone) that exposes on each of two gpus two families, one with 16 queues for graphics, compute, etc and another one with a single transfer queue, do i loose potential performance if i only use 1 of the 16 graphics queues ? Or, in other words, are these queues represented by hardware or logical entities ? And how is that handled across different vendors ? Do intel and amd handle this similar or would a program have to take care of different handling across different hardware ? Cheers gb
  3. This video gives an overview of differing features an OpenGL ES developer would encounter when starting to develop with the Vulkan API.
  4. Vulkan is the latest graphics API from Khronos and it’s designed to make it easier for developers to use the GPU for greater realism in 3D graphics and greater efficiency in compute applications. Qualcomm Developer Network is introducing you to what Vulkan is, what Vulkan is not, and other things you should know about the new Vulkan API and your graphics development.
  5. As in the title, does vkGetImageMemoryRequirements() take into account the alignment/size adjustments required for VK_IMAGE_TILING_OPTIMAL images given by bufferImageGranularity? I'm assuming no, but the spec isn't all that clear.
  6. Hey guys. Vulkan newbie from OpenGL here. Is there a way to remove a secondary buffer from a primary buffer in Vulkan? If not, how else can I remove objects? I'm binding my primary buffer to: Bind RenderPass Draw Related Secondary Command Buffers End RenderPass And my secondary buffers to: Bind Graphics Pipeline Bind Vertex Buffer Bind Index Buffer Bind Descriptors Draw Indexed The only other way I can guess to have objects be removeable is to have one command buffer per object and add them all to submitInfo.pCommandBuffers, but then I'll be rebinding the renderpass a lot, plus I figure it's more work for the GPU. Also, how would object removal be handled with indirect draws, as I'm planning on looking into that relatively soon? EDIT: One more question, is there a way to bind one descriptor set (for the projection, view, model, and combination matrices) to multiple graphics pipelines? And is there a way to bind graphics pipelines to multiple secondary command buffers?
  7. Hey, I am wondering what is the most efficient way to create a mipmapped texture for use with a texture sampler in Vulkan. Basically I have a bunch of mip levels that I want to tuck into an image with the tiling set to VK_IMAGE_TILING_OPTIMAL, the layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL and the memory properties VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT. To be able to map to host memory and memcpy the pixel data into the image I have to create a staging image with VK_IMAGE_TILING_LINEAR right? However, VK_IMAGE_TILING_LINEAR only supports one mip level. So what I do is create a staging image for every mip level, memcpy into those and then copy the mip level 0 of each staging image into the correct mip level of the final texture, with vkCmdCopyImage. This seems like an awful lot of temporary images and copying just to get the texture put together. Is this the best way to do it? How do you do it? Do you have a pool of staging images or do you create temporaries every time? Cheers!
  8. So I'm currently updating my rendering architecture to gain more performance from the newer APIs , DX12/Vulkan, while still supporting D3D11 and I wanted to get some advice on the architecture to use. As far as I know there are two main architectures ; the first is using a single main thread. This thread performs gameplay logic using a task system, and once that is complete, performs visibility and drawcall logic using a task system and submits commands back on the main thread. As far as I know, the benefits of this approach is reducing input latency, but a consequence is that you have to wait for rendering tasks to complete before you perform game logic again. The second is a main thread and a render thread. After gameplay logic is computed, the main thread syncs data with the rendering thread. The rendering thread will compute visibility , draw call , and command buffer generation using the task system and submits command lists on the rendering thread. A benefit of this approach is that it does not block the computation of gameplay logic, but creates a frame of latency.
  9. Hey, So I wanted to ask a simple question pertaining to dynamic batching , as in dynamically building vertex and index buffers to reduce draw calls. I wanted to know that in the age of Vulkan/DirectX12 , dynamic instancing, and compute shader based culling, is dynamic batching still relevant? I know that Engines such as Unreal Engine does not support dynamic instancing / dynamic batching , and Unity supports both. I'm currently building a somewhat open world game, so efficiency is of the greatest importance. Thanks.
  10. I'm working through adding texturing to my program by following vulkan-tutorial.com and was wondering about row pitch. The tutorial states that images must obey the implementation's row pitch amount, which makes sense. However, the question I'm running into is that I want to use a VkBuffer for staging rather than a separate staging VkImage. From what I can tell, the only way to get the needed row pitch is from the linear tiled staging image. I'm assuming the optimal tiling image will have a different row pitch, and I can't find anything stating either way. Can I use the row pitch from the destination optimal tiling image, or do I not have to worry about the pitch it in this case?
  11. I'm working on a UI that uses Vulkan for rendering.  I've come across a conundrum of sorts.  The general structure as it stands is: - Window class handles interfacing with OS.  Each Window contains a number of Frame's (5-10'ish range, not a large number). - Frame classes serve as containers for controls.  Frame's are mostly there to facilitate different rendering techniques (different shaders, descriptors sets, etc...), as well as differences in update frequency. - Controls, the buttons, menus, etc... you actually see/work with, are contained in Frame's. I had ideas for 3 different ways to approach this: 1) Have each Frame record a secondary command buffer.  To render the Window a primary commmand buffer would be created executing the secondary buffers within a render pass.  That way I'd only have to update the secondary command buffers when their corresponding Frame changes, the Frame secondary buffers would be VkFrameBuffer independent, and leads itself to easy multi-threading.  The downside is that the entire window would need to be rendered every frame.  For a video game this isn't a problem, but for apps/utilities this is unnecessary most of the time. 2) Store a 'dirty' rect/area.  When rendering simply create one large primary framebuffer that contains all necessary rendering.  This has the advantage of only rendering what actually changes, but means there would be almost no re-use of the command buffers.  Every change would almost always necessitate a completely new command buffer. 3) Have each Frame create its own primary command buffer.  This would make 'dirty' rect/area updates relatively easy, as well as allow command buffer reuse for some situations.  The downside is there would still be much less command buffer reuse than option 1, and rendering would not occur within a single render pass.  The docs aren't entirely clear, and since each GPU is different, its hard to gauge how much slower splitting the rendering across 5-10 separate command buffers/render passes would be than having one large one. How would you guys go about this?  What method is better and/or what are you guys using?
  12. With the Vulkan mailbox present mode, VK_PRESENT_MODE_MAILBOX_KHR, I seem to be getting bad screen tearing when running in fullscreen mode.   If run the app in a window, it works great (no tearing). I can also set presentMode to VK_PRESENT_MODE_FIFO_KHR, which works and vsyncs, but I'd prefer to use triple buffering w/ the mailbox.   The code I'm running is based on the tutorial here: https://vulkan-tutorial.com/ and all I have added is my own code to handle keyboard/mouse input via GLFW and I'm switching to full screen using glfwSetWindowMonitor.   I checked in the debugger, mailbox mode is available on my hardware and I've set the swap chain minImageCount to 3 (also supported).   I'm new to Vulkan so maybe I missed something obvious, has anyone run into this before?   Windows 10 64-bit, Nvidia GTX 1080, driver 378.49
  13. In the Vulkan manual pages, the command functions all have a 'Command Properties' box at the bottom that specifies Command Buffer Levels, Render Pass Scope, etc...  See https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkCmdBindPipeline.html for an example. The last column is 'Pipeline Type'.  Under most commands this is left empty, but occasionally this has the entry 'Transfer' (ex. https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkCmdClearDepthStencilImage.html).  I don't know what that actually means.  In Vulkan there are only two types of pipelines, compute and graphics, there's no notion of a 'Transfer' pipeline, you can't create one, you can't bind one, it doesn't exist.  There is the notion of different queue types, compute, graphics, and transfer; but the chart already has a column called 'Supported Queue Types'. Anyone have any ideas what that column means/is used for?
  14. hi,   many vulkan tutorials have same synchronization pattern which contain 'ImageAvailableSemaphore' and 'RenderingFinishedSemaphore'.            but i cant find code that unsignal these semaphores. where is the two semaphores unsignaled ?    
  15. I am looking in this demo for rendering a scene in vulkan using depth peeling Order Independent Transparency Blog: https://matthewwellings.com/blog/depth-peeling-order-independent-transparency-in-vulkan/ Code: https://github.com/openforeveryone/VulkanDepthPeel I have modified the code so that I am able to save the final render in an output image(png) before presenting for rendering to the surface. Once the primary command buffer consisting secondary command buffers responsible for drawing operations is submitted to queue for execution & rendering is finished, I am using vkCmdCopyImageToBuffer for copying the data from the current swap chain image(The copy operation is done after introducing the image barrier to make sure rendering is completed first) to a VkBuffer & then mapping the buffer memory to an unsigned char pointer & writing this information to the PNG file. But the output which I see in the PNG is different from the one rendered on window as the boxes are almost entirely transparent with some RGB information as you can see in the image below. My guess is this might be the case due to this particular demo involving multiple subpasses & I am not copying the data properly but only thing bothering me is that since I am directly copying from swapchain image just before finally presenting to the surface, I should be having the final color data in the image & hence PNG & render should match. Rendered Frame: Saved Frame: Let me know if I have missed explaining any details, any help is appreciated. Thanks!
  16. Hey Guys,   I have being playing around directx since dx9 to dx12, and haven't touch any other graphics APIs yet. For all those years, I really enjoy developing dx with all its helping tools/libs: dx debuglayer, GPU-validation layer, GPUView, VSGD, and recently, the PIX. Now I have to switch to use mac os (and ios maybe?) exclusively in the near future. So I need to pick up another compatible graphics API to play with. What I really enjoy is DX12 style lower level APIs, and have heard that there are maybe only two choices for me: Vulkan (not sure mac os support it or not?) and Metal.   Since I haven't touched either APIs, I really wish to know what you guys think of it: is it in a mature state for beginner? (I remember when I work on my first DX12 project when DX12 just coming out, driver bugs drives me crazy....) are there any good GPU debug tools available for the API? (does Metal get renderDoc support?) are there any good profiling tools? (like GPUView for DX) are there plenty of tutorials/samples on the internet for beginners?   Also it will be great if anyone could talk about the general pros and cons for using Vulkan/Metal on apple devices.   Thanks in advance 
  17. I'm working my way through some vulkan examples, and I just want to make sure that my understanding of queues is correct.   Each physical device has a set (\(Q\)) of queue families, and each queue family has some amount \(N_{q \in Q}\) queues that can be used. When creating a logical device, you specify some amount of logical queues you want to create, such that the sum of each queueCount property for each queue family \(q\) is not greater than \(N_q\) (maybe some unforseen circumstance has led us to a VkDeviceQueueCreateInfo array of [(family=0,cnt=2), (family=1,cnt=1), (family=0,cnt=1)]). The driver will take care of multiplexing the queues, e.g. if I create two logical devices with 8 queues each from the same queue family, whether or not the driver assigns both logical queues \(0, \dots, 7\) to physical queues \(0, \dots 7\) or \(0, \dots, 15\) is none of my concern, the plumbing is all taken care of by the driver.   Different queues can be submitted in paralle, but extra safety should be taken care of to make sure that the command buffers don't screw with each other if they interact with the same object. Retrieving queues gets retrieved in the order created. e.g. If my VkDeviceQueueCreateInfo array looked like [(cnt=2,priorities=[1.0,0.5]), (cnt=1,priorities=[0.2])], I can expect that vkGetDeviceQueue(device, family, [0, 1, 2]) has priorities [1.0, 0.5, 0.2]). Queue priorities are a relative number, such that the following metaphor makes sense: if each queue can be represented as a thread, a priority of 1.0 means that the thread should work as hard as it possibly can while a priority of 0.5 means that it should only work half as hard, with the union of all threads representing the queue processing power of the entire physical device.   If I said something wrong, please feel free to correct me. I want to make sure I'm not misunderstanding something fundamental.
  18. Hey there,   So I have been having some problems with SSAO shader in Deffered Rendering for very long long time. And mostly due to this problem stopped doing anything for several months. So this time decided to ask for help as would like to solve this nastiness and keep on learning different shader techniques.   I mostly tried to follow all SSAO tutorials and checked shader examples (https://github.com/SaschaWillems/Vulkan/blob/master/data/shaders/ssao)   I also profilled in RenderDoc and data seems very similar. But for some reason SSAO does not work. Here is the screen with range check (the white framebuffer image show ssao outpout): [attachment=34881:SSAO1.png]   Here is the image without range check (the dark framebuffer image show ssao output): As you can see (its dark pitch black... No idea really why) [attachment=34880:ssao2.png]     In first shader pass I generate textures for deffered shader and SSAO. This code generates normals in vertex shader for SSAO: mat3 normalMatrix = transpose(inverse(mat3(mvMatrix))); vs_out.normal = normalMatrix * inNormal; and I convert vertices into model space as my deffered calculation is in modelspace vs_out.ws_coords = vec3(ubo.modelMatrix * tmpPos); In fragment shader I pass it like this: outNormal = vec4(normalize(fs_in.normal) * 0.5 + 0.5, LinearizeDepth(gl_FragCoord.z)); also I compress the texture for better perfomance: //Position outvec0.x = packHalf2x16(fs_in.ws_coords.xy); //Pos And Specular outvec0.y = packHalf2x16(vec2(fs_in.ws_coords.z, specularTexture.x)); When I come to my SSAO pass (in fragment shader): float SSAOAlgo0() { ivec2 P1 = ivec2(inUV * textureSize(PosSpecularPacked, 0)); uvec2 uvec2_PosSpecularPacked = texelFetch(PosSpecularPacked, P1, 0).rg; vec4 normalDepthTexture = texture(NormalDepth, inUV, 0); //Get position and depth texture vec2 tempPosition0 = unpackHalf2x16(uvec2_PosSpecularPacked.x); vec2 tempPosAndSpec = unpackHalf2x16(uvec2_PosSpecularPacked.y); vec3 fragPos = vec3(tempPosition0, tempPosAndSpec.x); //Convert frag pos to view space as the fragPos is in modelSpace at the moment fragPos = vec3(ubo.view * vec4(fragPos, 1.0f)); //fragPos.y = -fragPos.y; //Get normal vec3 normal = normalize(normalDepthTexture.xyz * 2.0 - 1.0); //Random vec using noise lookup ivec2 texDim = textureSize(NormalDepth, 0); ivec2 noiseDim = textureSize(texNoise, 0); const vec2 noiseUV = vec2(float(texDim.x)/float(noiseDim.x), float(texDim.y)/(noiseDim.y)) * inUV; vec3 randomVec = texture(texNoise, noiseUV).xyz * 2.0 - 1.0; // Create TBN change-of-basis matrix: from tangent-space to view-space vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal)); vec3 bitangent = cross(normal, tangent); mat3 TBN = mat3(tangent, bitangent, normal); // Iterate over the sample kernel and calculate occlusion factor float f_occlusion = 0.0f; for(int i = 0; i < SSAO_KERNEL_SIZE; ++i) { // get sample position vec3 Sample = TBN * ubossaokernel.samples[i].xyz; // From tangent to view-space Sample = fragPos + Sample * SSAO_RADIUS; // project sample position (to sample texture) (to get position on screen/texture) vec4 offset = vec4(Sample, 1.0f); offset = ubo.projection * offset; // from view to clip-space offset.xyz /= offset.w; // perspective divide offset.xyz = offset.xyz * 0.5f + 0.5f; // transform to range 0.0 - 1.0 // get sample depth float sampleDepth = -texture(NormalDepth, offset.xy, 0).w; // Get depth value of kernel sample // range check & accumulate //#define RANGE_CHECK #ifdef RANGE_CHECK float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth )); f_occlusion += (sampleDepth >= Sample.z ? 1.0f : 0.0f) * rangeCheck; #else f_occlusion += (sampleDepth >= Sample.z ? 1.0f : 0.0f); #endif } f_occlusion = 1.0f - (f_occlusion / float(SSAO_KERNEL_SIZE)); return f_occlusion; } void main() { FragColor = SSAOAlgo0(); } SSAO kernel and Noise generation looks like this: void Renderer::InitializeSSAOData() { std::uniform_real_distribution<float> randomFloats(0.0f, 1.0f); // random floats between 0.0 - 1.0 std::default_random_engine generator; for (uint32_t i = 0; i < 64; ++i) { glm::vec3 sample( randomFloats(generator) * 2.0f - 1.0f, randomFloats(generator) * 2.0f - 1.0f, randomFloats(generator) ); sample = glm::normalize(sample); sample *= randomFloats(generator); float scale = scale = static_cast<float>(i) / 64.0; scale = lerp(0.1f, 1.0f, scale*scale); sample *= scale; uboSSAOKernel.ssaoKernel[i] = glm::vec4(sample, 0.0f); } std::vector<glm::vec4> ssaoNoise; ssaoNoise.reserve(16); for (uint32_t i = 0; i < 16; i++) { glm::vec4 noise( randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, 0.0f, 0.0f); ssaoNoise.push_back(noise); } //Generates texture. But cant see anything in debugger in it. Better generate on gpu... at the moment GenerateTexture(ssaoNoise, 4, 4, 1, VK_FORMAT_R32G32B32A32_SFLOAT, &m_NoiseGeneratedTexture, VK_IMAGE_USAGE_SAMPLED_BIT, VK_FILTER_NEAREST); //Send data void * pData; VK_CHECK_RESULT(vkMapMemory(m_pWRenderer->m_SwapChain.device, uniformData.ssaokernel.memory, 0, sizeof(uboSSAOKernel), 0, (void **)&pData)); memcpy(pData, &uboSSAOKernel, sizeof(uboSSAOKernel)); vkUnmapMemory(m_pWRenderer->m_SwapChain.device, uniformData.ssaokernel.memory); } The full code can be found in here: (https://github.com/TywyllSoftware/TywRenderer/tree/master/Projects/SSAO)       Thanks.
  19. This is a question that perhaps a seasoned engine programmer could asnwer for me. In a single threaded renderer, a possible approach would be something like this:   - Collect visible drawable objects - Create DrawCall instances, containing everything that the renderer needs to visually describe this object, including a sort key. - Sort those instances based on the sort key - Go through them all and render them   Roughly...     However, with a commandlist approach (D3D12/Vulkan), I can see some problems. So, we want to record commandlists from multiple threads; let's say we have a task scheduler which we feed it rendering tasks. We also have a pool of commandlists and we get the next available. So far so good, we can record our commands. How would the drawcalls be ordered?   Thanks!
  20. In Vulkan, you can query each physical device (adapter) for the queue types it supports and the number of queues of each type.  What is the equivalent in D3D12?  I see lots of apparently conflicting information on MSDN and the rest of the web.  Sometimes, it seems D3D12 supports one queue of each type, and other times, it seems it supports more, particularly for compute and copy queues.  Are you just supposed to call [tt]ID3D12Device::CreateCommandQueue[/tt] until it fails, like how you enumerate adapters by calling [tt]IDXGIFactory1::EnumAdapters1[/tt]?  Do you create any number of logical queues of each type and let the driver handle scheduling them to the actual physical queues?  It's all very confusing.
  21. Hello,   Is there a cap or limit that one can query to find out what the maximum number of textures or buffers that can be created against a committed resource? I'm trying to find a parallel to Vulkan's allocation limits.     Thanks,
  22. Hello.   I use GLFW for Vulkan fullscreen mode and have "short blink" when exit from application or switch with alt-tab to desctop. It looks bad. Can I fix it? Here you can see how it happens:   https://www.youtube.com/watch?v=LrPo0KeOPsg       glfwInit();     glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);     window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan 12",    glfwGetPrimaryMonitor(), nullptr);
  23. Hello,   Somewhere around September 2016 I worked with Vulkan on my NVIDIA GTX 570.   I somehow got it working, the problem was with vkEnumeratePhysicalDevices returning null.   Now I'm trying to continue my work and I run into the same problem. I've updated my drivers and double-checked everything.  Today I've read that Fermi is not supported by Vulkan. But I 100% had it working a couple months ago. I'm lost.   What's changed since then is, - I've moved to Visual Studio 2015 from 2013 and - probably (not sure here) to Win10 from Win7.    Does anyone have a clue how I could have done this before? Thanks.
  24. So I wanted to see if anyone had any resources on rendering architectures for Vulkan and D3D12... My current rendering architecture had visibility and drawcall logic performed on the same thread, I used "proxy" objects that held rendering information such as the transform and the mesh. When a mesh component changed it's transform or mesh, it would send a command to the render thread to update it's proxy's data. I'm trying to move a way from a single rendering thread architecture for visibility and drawcall logic, but am still trying to keep backwards compatibility and scalability, from 1 core to X cores. As of right now i'm thinking about changing my logic towards an implementation as such : - Run Game Logic , any updates to render resources / transforms will be saved into a global queue ( done on the Game Thread , and worker threads when possible) - Sync all data in the global queue ( done on the Game Thread) - Perform Visibility Detection ( done across all threads) - Send a task for the rest of the rendering pipeline to a worker thread (this is done so that the Game Thread isn't blocked after visibility) - Generate Command Lists (done in parallel ) - Submit Command Lists for submission to a single "GFXThread" that will actually call the API if on D3D11/OGL or Execute on Vulkan/D3D12 ... Is this approach viable ? and do other's have any approaches that work well for these new api's ? I know UE4 uses a rendering thread for Visibility/DrawCall-Logic/and render command submission.. but that doesn't scale well for the newer APIs.... thanks.    
  25. Hi All,   this is probably a simple problem, but not sure why it isn't working.   I'm modifying the pImageInfo on VkWriteDescriptorSet - to a new image - but it isn't changing   // Two descriptorImageInfos, with different images/views/samplers attached to them. // 1. UpdateDescriptorSet (i.e., set a different descriptorImageInfo) // 2. ReBuildCommandBuffers   However, the image doesn't swap?  Not sure why, I get a `flicker' - but the original first image stays on.  Not sure why my new image doesn't show up?   // e.g.,  VkWriteDescriptorSet wd[1]; memset(wd, 0, sizeof(wd)); wd[0].sType            = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; wd[0].dstSet           = descriptorSet; wd[0].dstBinding       = 1; wd[0].dstArrayElement  = 0;  wd[0].descriptorCount  = 1; wd[0].descriptorType   = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; wd[0].pImageInfo       = descriptorImageInfo; // swap this to a new descriptorImageInfo that is associated with the new image/sampler/imageview wd[0].pBufferInfo      = NULL; wd[0].pTexelBufferView = NULL;   vkUpdateDescriptorSets( device, 1, wd, 0, NULL );   BuildCommandBuffers();     ...   Clear & Render()       Thanks for any help or ideas,   Simon