Say you have N static objects with different world transforms. What method is better:
1. N constant buffers. Update once, then just change binding per object. Pro: No Map/Discard overhead for static objects. Con: Binding overhead.
2. 1 constant buffer. Map/Discard per object. Pro: Lower memory presumably (probably not a big deal), only one bind call. Con: Lots of Map/Discard.
Googling around people seem to say both methods work out about the same performance wise. Is there any recommendations from AMD/NVIDIA?
I looked at http://gamedevs.org/uploads/efficient-buffer-management.pdf
and it says "One for per - object constants (World matrix, dynamic material properties, etc )", but it is not clear is it means exactly one cbuffer, or one cbuffer for every object.