Originally posted by boast
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for a simple example if you emulate tessealation with shader when using gl3 and use actual hardware dedicated tessalation if gl4 is present, just switching to gl4 allow you to do the same but hardware accelerated[you can't do that without gl4 cuz the silicon don't exist in previous hardware not cuz is gl4]. another example could be gl4 class hardware can support fp64[at least some of them not sure if all] then your shader compiler can pass fp64 data in 1 cycle instead of 2 fp32[1 per cycle theorically] needed for gl3 class hardware that will provide some nice speed up in your shaders, etc[<-- is more complex that this but you get the idea]
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