Has you, try more than 90k in optics.
If I set the block size to 64, that's 260k,
It is slow but does not crash or freezes.
On the geometry shader Joe. As far as I can see this
Is an awesome feature of open gl and dc10+
And it is good the hardware vendors supported as a stage.
I read some more opinion about that, and it seem that geometry shaders are slow because whe making temp data, the has to save it to memory.
But to me that apply to compute shaders as well.
What I think is happen was that maybe some bad driver implementation made the temp buffer a funtion of the imput.
Fir example say you want to draw 1000 points, but you source is just one vertex, and you procedurally make them in the sheer, that will only one one thread.
But if instead you pass 1000 inputs. Now the intermediate buffer has one entry for each imput.
The truth is that not one really knows, the origin of that, and to my, I would bet it came from some self appointed expert who saw something like that, made a nick and that became gospel.
But for was I can see, geometry shaders, save not only memry bandwidth, the also cut ton of intermediate calculation.
The fact that you can get the primitive in between the vertex and pixel shader is just an awesome functionality.