Integrated GPUs don't seem to be able to overlap graphics and copy work, causing every single copy to happen after a frame renders. This makes loading screens take too long, or streamed terrain to appear late. Directly writing to the resource from the CPU when UMA or GPU upload heaps are supported should solve this.
I'm not sure of an equivalent solution for Vulkan.
Integrated GPUs don't seem to be able to overlap graphics and copy work, causing every single copy to happen after a frame renders. This makes loading screens take too long, or streamed terrain to appear late. Directly writing to the resource from the CPU when UMA or GPU upload heaps are supported should solve this.
I'm not sure of an equivalent solution for Vulkan.