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Re:Rendered Insecure: GPU Side Channel Attacks Are Practical... by monocasa on Wednesday November 14, 2018 @12:49PM (#18451908)
Last time I checked on Vulkan, you took a lot of GPU memory allocation into your own hands. You allocate large chunks that you then write your own allocator for to carve up (sort of like the distinction between sbrk/mmap and malloc).

Is that still the case, and would that unintentionally avoid this side channel since the global GPU perf stats wouldn't necessarily see a difference on small allocations?

Re:Rendered Insecure: GPU Side Channel Attacks Are Practical... by DiabloD3 on Wednesday November 14, 2018 @09:57PM (#18456521)
That's not entirely true, and that's basically what all modern games do: switching buffers is an expensive context switch, so texture atlasses became the norm over a decade ago, as did stuffed vertex buffers.