Hi John, On Fri, Nov 27, 2009 at 3:21 AM, John Price <john.pric...@gmail.com> wrote: > My understanding of the way bindness graphics actually achieves its speedup > is by not requiring CPU dereferencing of graphic object pointers and the > likely L2 cache misses this causes.
NVidia bindless graphics extension is about reducing the CPU overhead in draw dispatch, but... for the majority of modern graphics applications draw dispatch isn't the bottleneck, so it'll only help the minority of graphics apps that draw dispatch is a bottleneck. Again, I'd ask yourself am is draw dispatch likely to be a bottleneck in my app? Likely cases of draw dispatch limited app is when you have many thousands of separate geometries and state in screen on each frame. Even without the bindless graphics extension you can address this bottleneck with a more balanced scene graph layout - i.e. make it more coarse grained, by clumping geometry and state together. If you can't address the draw bottleneck with a more efficient scene graph then implementation the bindless graphics extension will be important, if not then there is sure plenty of other things that you can invest your time in to get better peformance. Cheers, Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org