Looks like NVidia hardware limits your uniform buffers to 64k ...hmm... that's a bummer.
I'm going to test it out - but does anyone have a good ballpark for the performance hit of using an SSBO vs a UBO in a shader on current desktop gpus?
@khalladay AMD pretty much does not care (it's more or less exactly the same in hardware). NVIDIA prefers constant buffers (aka UBOs) in most cases.
See https://developer.nvidia.com/content/how-about-constant-buffers and https://developer.nvidia.com/content/understanding-structured-buffer-performance (constant=UBO, structured=SSBO)
@aras haha it's starting to make sense why the slide deck I found about "bind once" vulkan architecture comes from AMD (and is specifically about fast paths on GCN)
@aras those links were extremely helpful! Thanks :)
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