@dequbed Turns out it was just that it was using a silly strategy for parallelising vertex shader invocations which in this case translated to 'don't parallelise', so I was paying the overhead of spinning up threads for nothing.
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@dequbed Turns out it was just that it was using a silly strategy for parallelising vertex shader invocations which in this case translated to 'don't parallelise', so I was paying the overhead of spinning up threads for nothing. No comments
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