On Tue, Dec 30, 2008 at 02:08:37PM -0500, Zack Rusin wrote:

> Dependingly on which way the instruction set of modern gpus is going to head, 
> aos will either become completely irrelevant soon (more likely) or aos will 
> get more important. Either way as it stands we should concentrate on soa for 
> now.

AoS is likely to remain important for vertex shading.  In the vertex
shader and geometry shader you don't have an derivatives.  By using
AoS you avoid taking a hit when some elements take different branch
paths.

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