The Signal

Signals from Delphixit Nova — research notes, tool releases, and the plays that let us extract high performance from GPUs, codecs, and sound stacks. Our focus: custom toolkits for Vulkan, D3D12, Metal, FFmpeg-powered media pipelines, and low-level audio for professional production.

Active Development

Architecting GToolKit: A New Vulkan-First Foundation

GToolKit

We are building GToolKit from the ground up to solve a specific problem: generic engines hide too much. By abstracting Vulkan, D3D12, and Metal into a thin, explicit layer, we gain deterministic control over memory aliasing and barrier placement. This is the architectural baseline for the upcoming alpha release.

Dev Log #001
Media Pipelines
Oct 2025

Optimizing Hardware Transcoding Pipelines

Standard FFmpeg pipelines often incur a heavy penalty moving frames from VRAM to system RAM and back. We engineered a zero-copy path using CUDA/VAAPI interop and Vulkan Video extensions. This allows us to keep 4K/8K frame buffers strictly on the GPU during the entire decode-filter-encode loop, reducing PCI bus saturation by over 60%.

Stack
FFmpegVulkan VideoDMA
Systems
Sep 2025

Deterministic Audio Scheduling

Achieving synchronization across WASAPI (Windows), CoreAudio (macOS), and ALSA (Linux) is notoriously difficult due to varying buffer callback behaviors. We implemented a custom lock-free ring buffer that abstracts these OS-specific irregularities, ensuring frame-perfect audio-visual alignment even under heavy CPU load.

Stack
PortAudioC++Real-time
Graphics Engineering
Sep 2025

Unified Shader Reflection & Layouts

Managing descriptor sets across HLSL and GLSL manually is error-prone. We built a toolchain that uses SPIRV-Cross to extract reflection data at build time, automatically generating C++ structs that match your shader layouts. This guarantees type safety between CPU host code and GPU device code, eliminating silent validation errors.

Stack
SPIR-VReflectionTools
Systems
Aug 2025

Custom Allocators for Render Graphs

General-purpose allocators (malloc/new) introduce fragmentation and lock contention in multi-threaded rendering. We switched to linear and stack-based allocators for our frame graph execution. This improved cache locality for command recording and reduced frame-time spikes caused by OS-level page faults.

Stack
C++23Memory Management
Rendering
Aug 2025

Sparse Residency & Texture Streaming

Loading 8K texture sets for open-world environments instantly exceeds VRAM limits. We implemented a virtual texturing system using Vulkan sparse binding. This allows us to stream only the visible mip-levels into memory on demand, decoupling asset quality from hardware memory constraints.

Stack
VulkanSparse Binding

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