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Your opDeferredDeleteNode class makes me wonder if you don't know about the vsg::DeleteQueue that can be used for scheduling clean up of scene graph objects to avoid delete objects on the CPU that are being rendering on the GPU.

The vsg::DatabasePager uses the DeleteQueue to safely delete expired PagedLOD subgraphs, but you can create and your operation that relies upon it's own DeleteQueue if you so wish. I may in the future assign a DeleteQueue to the Viewer to make this all a bit easier for users that have dynamic scene graphs.

As for the memory usage, there is CPU memory managed by vsg::Allocator, then there is memory managed as Vulkan objects and memory allocations. You can write you…

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@xiaoxin0214
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