i have next problem, i got 4 different kinds of renderers D3D11 without VA D3D11 with VA OpenGL Vulkan
and the problem is that vulkan using Graphics_ for some reason which causes system to overload when im creating more vulkan renderers. how you can see other 3 renderers not using graphics unit(or core? or module? idk) at all
@TechPizza i still dont get it tho.. im calling DrawIndexed ONLY once, when creating CommadBuffers, then in the drawing cycle i just submit the queue and it draws.. i was following tutorial when i wrote it
also will add to this, that sometimes swapchain just doesnt recreates and gone forever i tried passing oldSwapchain to create info and it really make it break less, but still not perfect