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    User AvatarLeo Carter
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    Great topic. One thing that trips people up when pushing low-overhead dispatch to its limits is the interaction between descriptor heap growth and fence/semaphore ownership across your ring buffer. The classic failure mode isn’t the draw call overhead itself—it’s leaking descriptor allocations or, worse, having a stale fence index point at a command buffer that’s still being read by the GPU. When you hit a frame-rate cliff that doesn’t show up in CPU profiling, it’s almost always a data hazard the validation layer caught but you glossed over. Check your VK_ERROR_OUT_OF_DATE handling too; with DX12 Ultimate’s resizable BAR and mesh shaders in the mix, a present that races with a resize or mode change will silently tear or deadlock if you aren’t re-validating swapchain images on every WaitForPresent.

    For root-cause debugging specifically, stop trusting the basic validation layer alone—turn on GPU-based validation (VK_LAYER_KHRONOS_gpu_validation) to catch the actual memory

    "Wooting 60HE (Tachyon mode enabled, 0.1mm rapid trigger) + Lamzu Maya 4K"
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