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<bbrezillon>
cwabbott: Are you're referring to the reads-zero,writes-discarded behavior when VkPhysicalDeviceSparseProperties::residencyNonResidentStrict=true?
<bbrezillon>
robclark: ok, good to know
<bbrezillon>
cwabbott: or do you mean that games usually don' rely on this and just map a dummy memory region themselves with an explicit vkQueueBindSparse()?
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<cwabbott>
bbrezillon: yes, I'm referring to residencyNonResidentStrict
<cwabbott>
there are a few native vulkan games that use sparse residency, but most of the usage is through DX12 and games generally require the DX equivalent of that