2 ms·
Thanks, this is about how I imagined all GPUs work. With most games using interleaved vertex buffers it would be a very strange decision to penalize this access
by pandaman 11y ago
Thanks, this is about how I imagined all GPUs work. With most games using interleaved vertex buffers it would be a very strange decision to penalize this access pattern.
- robbies 11y agoActually...that might be changing on GCN. Check out Graham Wihlidal's presentation from this past GDC. Advocates some benefits of de-interleaved VBs http://www.wihlidal.ca/Presentations/GDC_2016_Compute.pdf http://www.wihlidal.ca/Presentations/GDC_2016_Compute.pdf
- pandaman 11y agoIt might, but most likely it won't: splitting position data from the rest of vertex had been around since, at least, PS3 (for the similar reasons of culling prims) and yet how many games have done the Edge's tri-culling in that generation? And even if you go ahead and split off position the rest of the vertex is still better be interleaved.