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thee3rdplayer/README.md

thee3rdplayer

About GoCL

GoCL is a cross‑generational Vulkan optimisation engine that adapts rendering to the GPU's real capabilities. It works as a static library for custom engines, or as an implicit Vulkan layer that injects into pre‑built games.

Key features:

  • Dynamic shader patching – rewrites SPIR‑V for hardware without FP16 or large descriptor sets.
  • ASTC → ETC2 transcoding – automatic texture conversion on GPUs lacking hardware ASTC decode.
  • Device‑Generated Commands (DGC) – offloads indirect draws to the GPU, falling back seamlessly.
  • VRAM‑aware adaptation – adjusts swapchain and resolution under memory pressure.
  • Zero per‑frame overhead – measured identical FPS and ~3.8% fewer CPU instructions than native.

The same codebase powers both the library and the proxy, keeping maintenance simple.

Active Projects

Project Description Status
GoCL Vulkan optimisation proxy & texture tools Active
Vulkan Examples benchmarks Sascha Willems benchmark suite Complete

Stack

  • C++20, Vulkan, CMake, GitHub Actions
  • Mesa Lavapipe, LLVM, Basis Universal, ASTC Encoder

Pinned Loading

  1. GoCL GoCL Public

    GoCL is a cross‑generational Vulkan optimisation engine that adapts rendering to the GPU's real capabilities. It works as a static library for custom engines, or as an implicit Vulkan layer that in…

    C++ 1