Wow, seeing those numbers in comparison to "naive" (whatever that means here) Direct3D11 really makes you wonder why engine architects aren't jumping on GL4.3. Especially with things like VirtualReality where very high framerates across two rendered screens are indispensable.
The more I read into this though, the more it seems like the opaque work of the driver is thinning, and you more or less end up managing most of the GPU resources yourself (manual buffer access fences, texture allocations via sparse arrays of arrays etc.).
The more I read into this though, the more it seems like the opaque work of the driver is thinning, and you more or less end up managing most of the GPU resources yourself (manual buffer access fences, texture allocations via sparse arrays of arrays etc.).
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