A post compares buffer access using 64-bit pointers across GPU APIs and notes differences among CUDA, Metal, Vulkan, and DX12.
The post says 64-bit pointers allow buffers to be accessed without fetching a descriptor from the descriptor heap. It cites this approach in CUDA and Metal, as well as Vulkan BDA in GLSL.
According to the post, DX12 does not support pointers. Treat this as a statement from the source, not a comprehensive account of every API option: verify the details in the documentation and in the context of your project.
To compare models, record which APIs and mechanisms you evaluated, then check the requirements, limitations, and performance implications of each implementation. Test on the hardware and driver versions your product actually uses.
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