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DX11 DX11 and GPU Utilization

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Hello,


I have a question that's been on my mind a couple of days:

Lets say you have a 3D model with 50 vertices (a rock or something) and your GPU has somehting like 1000 processing units in it.

Now when you draw this rock, in the vertex shader stage, is your GPU is being underutilized since there are more processing untis than vertices?

Does the same goes for the pixel shader for example if the rock is very far away and for example, takes up only 10 pixels on the screen?

If so, does a mesh with 50 vertices and a mesh with 800 vertices get processed equally fast in the vertex shader (in the case of a gpu with 1000 processing units)?

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Hello,


I have a question that's been on my mind a couple of days:

Lets say you have a 3D model with 50 vertices (a rock or something) and your GPU has somehting like 1000 processing units in it.

Now when you draw this rock, in the vertex shader stage, is your GPU is being underutilized since there are more processing untis than vertices?

Does the same goes for the pixel shader for example if the rock is very far away and for example, takes up only 10 pixels on the screen?

If so, does a mesh with 50 vertices and a mesh with 800 vertices get processed equally fast in the vertex shader (in the case of a gpu with 1000 processing units)?


Read this http://developer.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf that should cover most of your questions.

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