- #Is opengl 4.4 or 4.5 better update#
- #Is opengl 4.4 or 4.5 better driver#
- #Is opengl 4.4 or 4.5 better full#
- #Is opengl 4.4 or 4.5 better windows 10#
- #Is opengl 4.4 or 4.5 better code#
Triple buffer approach, shown as the best method on various web sites and examples The pass through shader loads one matrix.
Shaders are loaded at startup and compiled and linked once.įor lighting 2 4x4 float matrices and 4 float light parameters are loaded as uniforms. Have also tried the simplest possible pass thru shader which made little or no difference in the OGL 4.4 performance. Shader: Have tried both 2 stage (vertex, fragment with math on vertex) and 3 stage (vertex, geometry, fragement with triangle math in geometry shader)
Vertex Data: Double precision vertices, normal and texture data and 4 bytes of RGBA loaded per vertex and converted to float (same data as for OGL 1.1 path) Lighting: Single directional light with diffuse, ambient terms only. OGL 4.4 have tried a range of sizes from the 1026 size to 32769 bigger is somewhat better. OGL 1.1 a maximum of 1026 vertices or 342 triangles per glDrawElements call. Have also tried glDrawElements with OGL 4.4 - same performance as glDrawArrays. OGL 4.4 glDrawArrays passing pointer to pinned memory subbuffer. OGL 1.1 glDrawElements with a simple sequential index
#Is opengl 4.4 or 4.5 better full#
Pixel Format: 10 (Quadro), Full hardware acceleration, Double buffered, RGBA, 24 bit depth, 8 bits each R,G,B,A, 8 bit stencil bufferĭisplay Type: GL_TRIANGLES (fill, shaded) Seems to work fine.ĪRB Profile: Compatability (runs a bit faster than the Core 4.4 profile) The app is being careful to make a specific function pointer table per context, etc. The Epoxy dll had build issues on Windows. Workstation has dual monitors, only displaying on one monitor.įunction Wrangler is a small C++ object created from the libEpoxy OGL 4.5 header files which were extracted from the Khronos definition. Screen Resolution: 1920x1080 (both workstations and HP notebook). Systems have plenty of RAM 16GB to 32 GB - OS and app use ~6GB when running.
#Is opengl 4.4 or 4.5 better update#
Everything displays correctly and consistently on both versions.īuild Tools: Application Built with Visual Studion 2015 Update 1 - 圆4 build, MFC app with CodeJock, mostly single threaded at this point. More details:īoth paths use the ARB create context, the compatability profile, and the same pixel format. The Visual Studio 2015 profiler results are inconclusive and vary strangely depending on how the profiler is run (sampling, instrumented, run from exe project or one of the app’s dlls). Unfortunately, nsight 5.0 doesn’t work on this app - it seems to have the same stability issues other users were reporting in November. Simple, smooth shading with a single directional light and no material properties are being used.
#Is opengl 4.4 or 4.5 better code#
No deprecated functions are being called in the OGL 4.4 code path. The 2 versions of OpenGL very carefully follow separate paths where necessary to set up the correct OpenGL state for each version. The 2 code paths are sharing common code for building buffers of data to display. Where possible on non-OpenGL calls, the 2 code paths are sharing commmon code. Our application (圆4) has just been ported from OpenGL 1.0 forward to a dual system using OpenGL 1.1 for legacy cards and OpenGL 4.4 for newer cards that can support persistent, coherent, pinned memory mapping through glMapBufferRange. After the first update the update time is in the 0.04-0.12 sec range. Similarly the update time on the HP notebook using OGL 1.1 is much faster.
#Is opengl 4.4 or 4.5 better driver#
The same data run on the HP Envy notebook (i7 4900HQ) with a GeForce 740M card with the 361.43 driver Win 10, using OGL 4.4 is 2-3x faster than the Quadro K4200M card at between 0.46-0.62 sec. OpenGL 4.4 performance appears gated and is 5-10 times slower, typically OpenGL 4.4 display times are in the 0.93-1.25 sec per update, each update takes about the same amount of time in OGL 4.4. With OpenGL 1.1, the video card appears to be caching triangles in the GPU after the first update. The code processes all data the same way on each update and does not cache any display data. First update is in the range of 0.32 sec with subsequent updates on the same data in 0.04-0.09 sec.
OpenGL 1.1 using the old, deprecated, client arrays is extremely fast.
#Is opengl 4.4 or 4.5 better windows 10#
Are there any known issues with the Quadro K4200/2000 card running on Dell Precision Workstations (dual 8 core E5-2630 Xeon and single 6 core Xeons), WHQL 354.56 driver on Windows 10 that would cause the performance of OpenGL 4.4 to be much slower than the same identical data, displayed on OpenGL 1.1 on the same hardware? A similar problem has been observed on the GeForce 740M with WHQL 361.43 driver.