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How big is the performance hit if I use multiple vertex buffers in D3D8?

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How big is the performance hit if I use multiple vertex buffers in D3D8 instead of just one big one? Multiple is definetly cleaner and goes well with oop. I''ve heard people say it''s a really big performance hit to switch vbuffers using IDirect3DDevice8::SetStreamSource() while others tell me that It hardly makes a difference.

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Actually,it really is expensive to switch VB''s especially if you''ve got like tons of them.This all comes straight from nVidia''s developer website.There''s a paper there that''s entitled "Efficient use of Vertex Buffers" I suggest you check it out to get some answers.

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