All rendering is done on CPU and the final image is uploaded to the GPU.
This Vulkan implementation is not a trivial one. Only when necessary, memory allocations are done. All data is loaded during startup, hence a lot of opportunity to optimise for specific use case.
Quaternions are now used for rotation...
Overhaul!
Real-time shadows (for actors only, notice differently coloured ground!!!)
1000+ fps on GTX 1060 in 1080p!
Half precision, 16 bit, vertex positions!
16 bit depth buffer!
Everything is precached and memory usage is low!