Let me get this straight, the F Buffer gives you more instructions, not longer bits of code?
so if before you were limited to
for (i = 0; i< 20; i++);
you would now have
for (i = 0; i < SomeNumberBasedOnAvailableRamAndHowLongYouWantToWait(); i++);
Perhaps it means, you can run more than one shader one after the other, more optimally, but you couldn't have one super long procedure that is longer than the hardware limit?
so if before you were limited to
for (i = 0; i< 20; i++);
you would now have
for (i = 0; i < SomeNumberBasedOnAvailableRamAndHowLongYouWantToWait(); i++);
Perhaps it means, you can run more than one shader one after the other, more optimally, but you couldn't have one super long procedure that is longer than the hardware limit?