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.
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?