Low-level graphics dev & vibecoder — debugging, refactoring, and improving original DXVK code for Adreno GPUs on Android. I spot bottlenecks in Vulkan translation layers that is commonly seen or nobody else sees, and I stabilise or fix them (if possible).
| Project | Description |
|---|---|
| VEGAS DXVK | Tier-aware DXVK fork with FSR 1.0 async upscale, motion-compensated frame gen, TBDR-adaptive draw-flush governor, bind-skip optimization, HAAE threshold tuning, and dynamic VRAM swap — purpose-built for Adreno 610/619/618/630/640/650/660/730 GPUs. |
| Star Engine DXVK | Stability-first DXVK v2.7.1 fork for Android emulators. Mid-frame command flushing, dynamic-state-aware bind-skip, and Android-native config paths. |
| VEGAS 2.4.1 Port | Clean backport of select VEGAS features (FSR, frame gen, HAAE, bind-skip, governor) to vanilla DXVK 2.4.1 for maximum compatibility on older Turnip drivers. |
| DXVK Config Collection | Curated game-specific dxvk.conf presets tuned for Adreno GPUs on Winlator/Star Emulator. |
- Debug & refactor DXVK / Vulkan translation layers — identify GPU-specific bottlenecks on Qualcomm Adreno
- Vibecode optimizations into existing codebases (FSR compute pipelines, command buffer pacing, descriptor binding optimizations)
- Port upstream DXVK changes into VEGAS while keeping backward compatibility with GPLAsync/Turnip
- Test across multiple Adreno 610 and Android emulators (Winlator, Star Emulator)
- Telegram: t.me/isygold
- Discord:
isygold - Open to collab on Vulkan/DXVK/Mesa internals — serious inquiries only
