I am trying to set up a multi-threaded renderer with Vulkan and I have a question about command pools.
Here https://on-demand.gputechconf.com/siggraph/2016/video/sig1625-tristan-lorach-vulkan-nvidia-essentials.mp4 at 13 minutes, they talk about how you should make 1 command pool per FRAME and cycle them in a ring buffer.
Why allocate 3 command pools per thread(one for each frame in a 3-frame ring buffer) instead of having just one command pool per thread and having 3 command buffers from it?