In the world of GPU programming, data transfer is the silent bottleneck. Whether you are writing a Vulkan renderer, a WebGL compute shader, or a CUDA kernel, the way you pack your vec4 data into sample buffers directly dictates your throughput.
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| Packing Strategy | Stride | Download Method | Bandwidth (GB/s) | |----------------|--------|----------------|------------------| | Scalar floats (4x) | 4 bytes | Map/Unmap each | 1.2 | | Vec4 (std140) | 16 bytes | Single memcpy | 12.5 | | Vec4 + Fixed staging | 16 bytes | Async + Persistent | 24.8 |