The demo they were showing was as basic as it gets - drawing a whole lot of textured boxes (probably in individual draw calls) to the screen. From what I gathered you could not send large jobs to the GPU without blocking off smaller jobs (i.e. no thread priority) - at least according to one engineer from NVIDIA, which is something I was hoping they might implement as it would benefit applications like VQ which are attempting to generate things while running the game.
Its possible that these perf gains are actually working in a single thread, and the gains are from eliminating the default driver overhead that would be in these drawcalls. To some extent this could be mitigated by batching but it is still ideal to have the option to do far more drawcalls in a frame.
Its possible that these perf gains are actually working in a single thread, and the gains are from eliminating the default driver overhead that would be in these drawcalls. To some extent this could be mitigated by batching but it is still ideal to have the option to do far more drawcalls in a frame.