#Is there a significant cost to using bindless descriptors sets?
16 messages · Page 1 of 1 (latest)
hmmm alright, is that binding cost on the cpu or gpu?
both
ok then, makes sense
CPU cost to record, update, and submit, GPU costs to rebind when executing the commands
bindless also opens you up to GPU driven rendering, which massively reduces CPU load and increases scalability
seems pretty neat, i guess ill give bindless a try first then
do you know anything about driver compatibility with older GPUs though? I remembered months back when I made a reddit post about steam proton giving terrible performance on my 1070ti that it was because of "bindless UBO", which im kind of assuming bindless descriptors either is, or is part of.
Again, i could be completely misunderstanding the situation I was actually in though
dynamically indexed bindless uniforms are cursed
but more just because it's kind of pointless and takes away anything special about uniforms
I've used dynamic descriptor indexing on my old 1070 just fine
And you've got buffer device addresses for storage buffers without touching descriptors at all
well now i have even more questions then when i started lmao, but i now have a better foundation than what i started with, thanks for all the info!