Josh Posted August 18, 2022 Share Posted August 18, 2022 You can control which validation layers get used for debug and release (probably none) builds by modifying Ultra.json: { "project": { "name": "$PROJECT_NAME", "validationLayers": { "debug": [ "VK_LAYER_LUNARG_standard_validation", "VK_LAYER_KHRONOS_validation" ], "release": [] } } } I don't know how redundant it is to have both the LunarG and Khronos validation layers. They do reduce framerate quite a lot in debug mode. I'm guessing we probably just need the Khronos one, but I don't know for sure yet. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted August 18, 2022 Share Posted August 18, 2022 Ok, it seems that the Ultra.json file is gonna be used outside the project manager. I was experimenting with loading packages and plugins from a json file, but now it makes sense to just put that information here. Can you explain the reason for supporting multiple layers? Will one cause problems on one type of hardware? Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted August 18, 2022 Author Share Posted August 18, 2022 There are many validation layers out there, and they can be used for a lot of different things, not just debugging. I think I started with the LunarG one and then added the Khronos one when it became available. When the editor re-saves the project file (ultra.json) it loads, inserts, and saves the info, so it should be fine to store your own info there too. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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