UE5 RDG and Frostbite FrameGraph at production scale: parallel command recording, bindless integration, barrier batching, and the upgrade path from MVP.
How the frame graph compiler schedules async compute across GPU queues and splits barrier transitions to hide cache-flush latency.
Three C++ iterations (v1 scaffold, v2 dependencies and barriers, v3 lifetime analysis and memory aliasing), building a complete frame graph from scratch.
Declare → Compile → Execute. How a directed acyclic graph of render passes and virtual resources lets an engine automate topological sorting, barrier insertion, pass culling, and VRAM aliasing.