In my app, I cache chunks of renderable data (texture + vertex buffer pairs) in a pool. I can set the size of this pool, and if I let the number of chunks go above a certain number, then the app slows down drastically, with the driver eating up most of the frame time.
The threshold where this slowdown happens is different on each computer, but just to give an idea it’s around a thousand. Is having more than a thousand textures and vertex buffers considered a lot? Does anyone have experience using this many resources?
I don’t think it’s a memory issue, as I use small, compressed textures (approx 30MB total), and small VBOs (approx 6MB total).
Any ideas? I might be totally on the wrong track here, but it seems like that decreasing the pool size makes the problem go away…
I’m running GF6x00 with 81.98 drivers.