System : windows10 : rx5700xt
example_link
Ok not much to say other than in short the number of textures made resident are now affecting the draw call cost for every type of draw method I've tried.
In the example linked above I've set up 512 blank draw calls with or without drawing actual geometry makes no change so just left them blank, and then created 512 textures that can be made resident or not with the glMakeTextureHandleResidentARB call.
The frametimes I get in the example for textures made resident or not are as follow's.
driver 22.5.1 : 0.18ms off or on : no change
driver 23.7.1 : 0.13ms off : 5.6ms on
I didn't notice the overhead for awhile as normally I'm instancing and this seems unaffected and then only breaking out to change shader or mesh.