Render graph
A data structure that describes a frame's render passes and their resource dependencies as a graph, letting the engine derive memory and synchronisation decisions automatically.
Rather than hand-ordering passes and hand-placing the GPU barriers between them — notoriously error-prone in Vulkan and D3D12 — each pass simply declares which resources it reads and writes. The engine builds a directed graph, sorts it topologically and works out the barriers and lifetimes itself. Yuriy O'Donnell presented Frostbite's "FrameGraph" at GDC 2017 and gave the technique its most common name.
Its biggest win is transient resources: buffers that live only within one frame can share the same memory when the graph shows their lifetimes don't overlap, cutting the memory budget sharply. The catch is that the graph is rebuilt every frame, so construction itself has to be cheap.