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Vulkan developers, it’s time to embrace a game-changing feature: Dynamic Rendering! Introduced as an extension and officially integrated into Vulkan 1.3, Dynamic Rendering eliminates the need for render pass and framebuffer objects, offering greater flexibility when setting up your render target. In this video, we’ll explore how this feature improves your workflow and why it’s a great alternative to traditional rendering techniques. 🔥 See the list of the books that I'm using as background information for my tutorials: https://ogldev.org/books.html. I highly recommend them for learning more about OpenGL and Vulkan. These are affiliate links so if you use them to buy any of the books the price is the same for you and I will get a small commission (thank-you!). 📚 Timecodes 📚 0:00 Background 1:29 Get the instance version 4:29 Get device extensions 6:39 Enable dynamic rendering 12:14 Change to the graphics pipeline class 15:06 Application code changes 17:00 Command buffer recording update 20:25 Begin the dynamic render 23:21 Demo and outro Make sure to watch all the previous tutorials in the "Vulkan For Beginners" playlist at • Vulkan For Beginners Please visit https://ogldev.org to see more of my tutorials on modern OpenGL. 🔥Link to source: https://github.com/emeiri/ogldev/tree... If you want to get the same version of the code that was used in the video checkout the tag 'VULKAN_21' Feel free to comment below. 🔗Contacts: 🔹Email: [email protected] 🔹Instagram: @ogldev1 🔹Github: https://github.com/emeiri/ogldev.git 🔹TikTok - / ogldev 🔹Twitter: @ogldev 🔹Discord: / discord 🔹One time donations (Paypal): https://ogldev.org/donate.html 🔹Patreon: / ogldev 🙏Credits: 🔹Image by OpenClipart-Vectors from https://Pixabay.com 🔹Music: “Sly Sky” by Telecasted - Youtube Audio Library 🔹Assasin’s Creed Shadows clip: @NoCopyrightGameplays • Assassin Creed Shadows Gameplay - Free To ... Enjoy, Etay Meiri #vulkan