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)