GPU Performance for Game Artists
fragmentbuffer.com
fragmentbuffer.com
The article doesn't really go into how to make more performant art, and thats probably for the best - a lot of that will be game and engine dependent. It's really easy to 'optimize' in a way that hurts the engine (or for programmers to build/configure the engine and shaders in a way that is counter to the artists workflow or visual targets).
I'm curious about this. Is it procedural generation? How does it work? The only thing I could find with a while of searching is:
"AnvilNext [...] is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the Notre Dame de Paris, are still designed by hand [...]."
https://www.slideshare.net/mobile/gwihlidal/optimizing-the-g...
If you're interested in actual procedural generation and placement on the GPU Guerilla Games gave a great talk about doing this in Horizon Zero Dawn. https://www.guerrilla-games.com/read/gpu-based-procedural-pl....
https://www.gamedev.net/articles/programming/graphics/gpu-pe...
It would be great to have a similar explanation for Vulkan.