On Jan 26, 10:44 pm, Tristam MacDonald <[email protected]> wrote:
> Which only goes to prove my point: your wave.py example is in no way
> bandwidth bound.
>
> You might be limited by the way you are thrashing the z-buffer with 200x
> overdraw. You might be ALU limited in transforming over a million vertices
> per frame. You are almost certainly throwing away huge amounts of potential
> bandwidth by not cache-optimising those million odd vertices.
>
> Of course it is an utter disaster - it doesn't in any way test how fast you
> can push bytes around on the GPU using OpenGL.
>
> Instead, it tests how fast you can transform, clip and rasterise one million
> vertices - and no one would argue that that is enough to bring even a high
> end GPU to its knees.
>
> --
>
> Equally, I can argue that a Ferrari should be able to hit its stated top
> speed of 200 km/h, while traveling uphill, in a rainstorm, and towing a
> trailer.

Look, you haven't read me right. If I disable everything (drawing,
shaders etc.) and do nothing else then the copying, that's how I get
out at 75MB/s. That means the card does barely anything else, it
doesn't do clipping, drawing, overdraw, shaders, etc. *that* is *why*
it is an *utter* disaster, and it goes on to prove my point that
something is wrong in the OpenGL3 "we do everything with buffers and
get magic performance" land.

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