An excellent guide for mobile graphics developers. I especially want to highlight the comment with regards to the side effect of using discard which disables early depth rejection, which is a very common practice, but often the implications are not well understood.
Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's Tile Based Rendering (TBR) best practices page is a great resource. Full guide: docs.vulkan.org/guide/latest... #Vulkan #GPU #Programming #GameDev