You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It should be noted that in a real world application, you're not supposed to actually call
[vkAllocateMemory](https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkAllocateMemory.html) for every
individual buffer. The maximum number of simultaneous memory allocations is limited by the
maxMemoryAllocationCount physical device limit, which may be as low as 4096 even on high end hardware like an
NVIDIA GTX 1080. The right way to allocate memory for a large number of objects at the same time is to create
a custom allocator that splits up a single allocation among many different objects by using the offset
parameters that we've seen in many functions.
You can either implement such an allocator yourself, or use the
[VulkanMemoryAllocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator) library provided by
the GPUOpen initiative.
The text was updated successfully, but these errors were encountered:
https://vulkan-tutorial.com/en/Vertex_buffers/Staging_buffer#page_Conclusion specifies:
The text was updated successfully, but these errors were encountered: