'Vulkan where to do computations

I am still a complete newbie at this so please treat me as someone who has 0 knowledge on this topic.

I'm currently making a vkCmdDraw call every frame with the vertexCount argument as 6 * numOfQuads, whilst binding a UBO that holds data for each quad, that will be used for computations inside the vertex shader.

Is it more efficient to do the computations outside of the shader (CPU), where I do all the computations prior to calling vkCmdDraw, or should I just stick to what I've currently got?



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