I know, that when using compute shader, the invocations should to be grouped with respect to a multiple of the hardware minimum workgroup size (Nvidia 32, AMD 64). Otherwise cores are blocked. In case of no communication between invocations is required, does it makes sense to use a bigger workgroup size than the minimum workgroup size of 32 or 64?
So let's say we have 320 particles which need to be calculated. No collision detection, no communication between them... and we are working on a Nvidia machine. Is there a performance boost to create one workgroup with 320 invocations instead of using 10 times one workgroup with 32 invocations?
Or to put it another way, does the size of the workgroup make a difference, aside from the ability to use shared memory?
Are there benefits to use smaller workgroup sizes?