🇨🇦 Kyle Halladay

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 developer.nvidia.com/content/h and developer.nvidia.com/content/u (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)

Sign in to participate in the conversation
Gamedev Mastodon

Game development! Discussions about game development and related fields, and/or by game developers and related professions.