Originally posted by Hamish Wilson
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The specific consequence of which would be that a memory transfer to/from the GPU can be initiated without the driver needing to wait for it to complete, allowing reduced per-transfer latency and overall improved transfer bandwidth. That in turn should reduce draw call overhead, buffer update overhead, and texture upload overload, and hence improve performance for certain applications. For example, given the "GL is faster than D3D" benchmarks from Valve one can presume that their renderer is draw call bound, and hence this could offer a nice performance boost for Source games.
All a quick guess, of course.
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