We have a long draw call, ~130ms, that is showing up as 98% IA bottleneck in NSight. Does anyone have tips for how to dig in further and discover the actual problems? Perhaps there’s a good resource online?
Up to this point, we’ve done the following which pulled it down from ~165ms:
-Removed a bad use of instancing which was slowing things down a bit. It’s a straight Draw call now.
-Reduced our vertex data down to zero. We compute procedurally in the VS and set a NULL input layout.
-VS input is just the vertex ID.
For additional context, we’re taking a voxelization of space and throwing it at the GPU. For each voxel, we’re computing occupancy based on some texture data we have. If occupied, we’re pushing data out to up to 24 camera views via a geometry shader. So, the geometry shader can create 0 to 96 verts which is pretty fat but necessary for us at this point.