Queues and Queue Families on PowerVR

On PowerVR, multiple queues should be used if possible, as the hardware will try to parallelise as much work as possible

The PowerVR driver exposes a universal graphics queue family (Vulkan graphics, compute, and present) with two queues and a single, separate sparse binding queue. The hardware will aim to parallelise work as much as possible, depending on currently available resources such as overlapping vertex, fragment, and compute. This can be verified by profiling the application with PVRTune.

While an application may use a single Vulkan queue, it may be beneficial to use multiple queues. It is harder to accidentally serialise work, which costs performance, across different queues.