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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