NVIDIA has published a presentation about new techniques that allow to decrease CPU L2 cache misses due to vertex array pointers dereferences and object bindings.
The GL_NV_vertex_buffer_unified_memory and GL_NV_shader_buffer_load extensions allows to use GPU addresses directly to specify vertex attrib, element array or buffer object. Measurements have shown that these techniques can result in more than 7x speedup!
sounds both nice and terrible because that means again different code paths among different vendors 🙁
Yes its sucks for different code paths but shows the true potential of OpenGL when someone uses it correctly… I wish ATI would get their crap together but for now I only buy Nvidia GPUs due to their support of OpenGL is unmatched…
It’s called re-inventing the wheel
well to be fair with AMD/ATI, NVIDIA’s GLSL lack of conformance is unmatched as well… which in the end causes havoc because coders blame ATI when it’s NVIDIA’s GLSL compiler’s fault which accepts a mixture of GLSL and Cg