We use Fences as well as more heavy handed waits in Vulkan, reduce to using more granular primitives. This might help once we are starting to move into multithreading our command buffer generation, as well as incurring potentially less waiting during a given frame.
Alone with this, move off of events, as our use of them is one of the few (only?) things keeping us from MoltenVk on a Graphics layer side.
We use Fences as well as more heavy handed waits in Vulkan, reduce to using more granular primitives. This might help once we are starting to move into multithreading our command buffer generation, as well as incurring potentially less waiting during a given frame.
Alone with this, move off of events, as our use of them is one of the few (only?) things keeping us from MoltenVk on a Graphics layer side.