In previous versions, the CPU had to issue every single "draw" command, which often created a performance bottleneck. allow the GPU to take instructions from its own memory.
Replace CPU-side particle updates, blur passes, or skeletal animation skinning with compute shaders. Example: 10k particles updated entirely on GPU → 0.2ms instead of 3ms on CPU. opengl es 31 android top
Even experienced developers fall into these traps: In previous versions, the CPU had to issue
Even on top-tier devices, bad practices kill frame rates. Follow these : In previous versions
layout(std430, binding = 0) buffer ParticleBlock vec4 position[]; vec4 velocity[]; ;