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I'm building a rendering framework for my game engine and I'm wondering about what's the best route for me to go with.
In your opinion, should I use the allocator interface and use vma/dx ma or is it better to do more manual memory allocation. What are the pros and cons?
I'm mostly concerned about the ability to create as many textures and resources up front and then only assign the memory when the resource is actually used. I'm also planning to add ray tracing support eventually
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