#Is there a significant cost to using bindless descriptors sets?

16 messages · Page 1 of 1 (latest)

true plover
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what you lose in single draw perf (if any) is almost certainly made up for in reduced binding costs and multi-material / multi-draw capability

short oxide
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hmmm alright, is that binding cost on the cpu or gpu?

true plover
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both

short oxide
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ok then, makes sense

true plover
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CPU cost to record, update, and submit, GPU costs to rebind when executing the commands

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bindless also opens you up to GPU driven rendering, which massively reduces CPU load and increases scalability

short oxide
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seems pretty neat, i guess ill give bindless a try first then

true plover
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I use a single descriptor set for everything

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along with BDA and push constants

short oxide
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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.

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Again, i could be completely misunderstanding the situation I was actually in though

true plover
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but more just because it's kind of pointless and takes away anything special about uniforms

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I've used dynamic descriptor indexing on my old 1070 just fine

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And you've got buffer device addresses for storage buffers without touching descriptors at all

short oxide
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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!