I'd agree - if we're talking Europe and the US. The Asian market is a substantially different beast though.Graf Zahl wrote:They'd be very hard to find these days.
Although I suppose G/ZDoom doesn't have that many Asian users.
I'd agree - if we're talking Europe and the US. The Asian market is a substantially different beast though.Graf Zahl wrote:They'd be very hard to find these days.
edward850 wrote:Actually, most of the load is on the driver end of things. GZDoom has to build a new frame every time it needs to draw something (see: Immediate mode rendering), which ends up being quite a bit a data.
Because whenever the topic of GZDoom's optimization is brought up, immediate mode was always mentioned (even by you). You never really gave a specific explanation until now. At least none that I can find.Graf Zahl wrote:Why does everybody repeat this immediate mode nonsense without verifying?
...aaaaaaaand I'd probably be here a while if I was to list everything wrong with this statement.Graf Zahl wrote:Immediate mode is a problem because it's deprecated, not because it's slow. In fact, for GZDoom's use case with large amounts of extremely small batches it performs a lot better on my Geforce than any traditional buffer method. This has only changed recently with the addition of shader storage blocks and permanently mapped buffers in GL 4.3, that's why until now any attempt of an 'upgrade' would have resulted in an actual downgrade.
GooberMan wrote: Nvidia is quite notorious for putting rubbish in their drivers that isn't to GL spec and claiming that it adds value for their customers. Don't ever use Nvidia hardware to develop and profile a GL standards compliant application.