arjan de lumens
Veteran
The main reason that vertex data sparsity is a problem is not fetch latency, but fetch throughput. Small scattered memory accesses tend to be unable to take advantage of full data bursts (important, since all DRAM traffic these days are arranged as bursts with a somewhat large minimum burst length), and they tend to suffer large numbers of page breaks. This is independent of whether the GPU is 'D3D10' capable or not.Jawed said:Would a D3D10 capable GPU with the ability to hide vertex fetch latency care much about the sparsity of vertex data?
Jawed
In the case of a TBDR that does 2-pass vertex shading, sparse updates to a large vertex buffer object is very problematic too.