Asynchronous compute is a trend that has proven itself to be an effective optimization technique, but it is somewhat difficult pinning down how to apply it. This idea started its life on last generation console hardware but has since been made available on modern graphics APIs like Vulkan and D3D12. It is now part of a graphics programmer’s toolbox.
In this blog, Arm highlights a new Vulkan Sample that was added to Khronos’ sample repository which demonstrates how to use async compute.