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  Slides: Reducing OpenGL driver overhead  (Read 7723 times)
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Offline theagentd
« Posted 2014-01-22 13:12:47 »

Really interesting slide about how the latest OpenGL features can massively improve CPU performance.

It includes:
 - A super fast way to map buffers. You map a buffer once and can then modify it while the GPU is using it. All writes are immediately flushed to the GPU. I bet someone *cough*Riven*cough* might be interested. ^^
 - More CPU efficient texture management using sparse textures. You create a sparsely allocated texture array, meaning only the parts that are actually committed use any VRAM. You can then stream in and out textures of this array. Just a single bind to get access to all textures the game needs.
 - Other ways of increasing batch sizes to reduce draw call overhead.


Offline Riven

« JGO Overlord »

Medals: 1371
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Hand over your head.

« Reply #1 - Posted 2014-01-26 12:00:52 »

So, I decided to give it a try.

I updated my AMD drivers, and got OpenGL 4.3.

Unfortunately ARB_buffer_storage is not supported, in my case.

OpenGL version: 4.3.12618 Compatibility Profile Context

java.lang.IllegalStateException: Function is not supported
   at org.lwjgl.BufferChecks.checkFunctionAddress(
   at org.lwjgl.opengl.GL44.glBufferStorage(
   at org.lwjgl.opengl.ARBBufferStorage.glBufferStorage(
   at net.indiespot.opengl4.Main.main(

Hi, appreciate more people! Σ ♥ = ¾
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Offline theagentd
« Reply #2 - Posted 2014-01-26 14:13:31 »

Well, that was disappointing... Neither AMD nor Nvidia seems to be doing a very good job here. AMD is stuck on 4.3 and Nvidia's 4.4 driver seems buggy.

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Offline princec

« JGO Spiffy Duke »

Medals: 1146
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Eh? Who? What? ... Me?

« Reply #3 - Posted 2014-01-27 10:02:55 »

Stuck on 3.2 here with my 280GTX anyway, no ARB_buffer_storage for me. Bah.

Cas Smiley

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