Has everyone settled on what the "right" way to handle matrix data in vulkan is?
Are push constants getting totally filled with model matrix data (this seems less than ideal?), is everyone keeping multiple large UBOs that store model matrices to minimize binding (or 1 large SSBO?)
or for the most part are things just getting their own unique ubo for their model matrix?
@khalladay Yeah, that's a mild concern and I need to dig in to that more, might just be a data structure problem - however as I dev at home on AMD that's not an immediate concern, I can always go back and fix things up later if needs be - I'm still lacking a first triangle so that's a future problem ;)
@khalladay Yeah, for stuff like that it's certainly true... but I can't help but look with a degree of envy at the device command extension - like the D3D12 stuff but more hard core. If gfx cards weren't £££ billion right now I'd be tempted to throw an NV card in with my AMD to play with both feature sets.