Talk:OpenGL and multithreading: Difference between revisions

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'''Can I make GL calls?'''
'''Can I make GL calls?'''
The comment in this section about multi-threaded GL calls providing no performance increase is misleading. CPU overhead in the driver due to GL calls is in practice often a significant performance bottleneck. On all the games I've worked on we'd spend a lot of effort minimising / batching state changes for this reason (not just to reduce the GPU load) and had big performance wins.
The comment in this section about multi-threaded GL calls providing no performance increase is misleading. CPU overhead in the driver due to GL calls is in practice often a significant performance bottleneck. On all the games I've worked on we'd spend a lot of effort minimising / batching state changes for this reason (not just to reduce the GPU load) and had big performance wins.
: Look at the context of the question and the answer. It's about whether doing calls from different threads has an impact, not about whether calling OpenGL functions has an impact. Now granted, this whole page is full of bad/malformed information. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 02:30, 15 March 2013 (PDT)

Latest revision as of 09:30, 15 March 2013

Can I make GL calls? The comment in this section about multi-threaded GL calls providing no performance increase is misleading. CPU overhead in the driver due to GL calls is in practice often a significant performance bottleneck. On all the games I've worked on we'd spend a lot of effort minimising / batching state changes for this reason (not just to reduce the GPU load) and had big performance wins.

Look at the context of the question and the answer. It's about whether doing calls from different threads has an impact, not about whether calling OpenGL functions has an impact. Now granted, this whole page is full of bad/malformed information. Alfonse (talk) 02:30, 15 March 2013 (PDT)