I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible.
I wondered about omitting vertex normals completely and only transforming vertex positions during the vertex shader stage.
1) Is this possible?
2) Is it actually going to increase performance --or-- is the "bare metal" of the GPU designed in such a way that trying to omit normals won't gain any more throughput?
p.s. Yes, I realize that omitting normals will leave you with the problem of how to shade the triangle during the shader stage, but I could at least render a solid color to the screen (no shading). At this point, all I'm wondering about is how much data I can eliminate from the typical pipeline to increase the pipeline throughput to the absolute maximum.