On 9/22/14 1:03 PM, Nathan Kidd wrote:
> Now just imagine adding indirect rendering to the mix.  "Rendering
> OpenGL on the server sucks because I only get 60fps, but when I run
> with indirect rendering I get 600fps".  Queue explanations of immediate
> mode rendering, etc. :)

This is why the -m option exists in glxspheres.  :|  And actually, 
running Viewperf using indirect OpenGL vs. server-side rendering is 
useful to make that argument as well.  But yes, I feel your pain. 
Unfortunately, there are some engineers who should know better who still 
don't "get it" regarding server-side rendering.  I frequently hear stuff 
like "well, the client machine has a GPU, so we might as well use it 
because it's free."

I will admit that vertex arrays make the issue slightly less 
cut-and-dried than it was 10 years ago.  While a large number of apps do 
still use immediate mode rendering, theoretically they don't have to 
anymore, since VA's provide a means of achieving decent performance with 
dynamic geometries in an indirect rendering environment without relying 
on display lists.  However, the most compelling arguments are still:

-- Textures.  There is simply no getting around the fact that, in an 
indirect rendering environment, you have to ship the textures over the 
network (usually in uncompressed form.)  VirtualGL was originally 
designed around the needs of GeoProbe, a large-scale seismic 
visualization app that runs texture slices through multi-gigavoxel 
volumes, so the app is basically having to rendering hundreds of 
megabytes of new textures with each frame.

-- FBOs/PBOs/VBOs.  They don't usually work with indirect OpenGL, and 
applications are using them with increasing frequency.

I know you probably know all of that, but I mention it in case others 
reading this might not have as clear an understanding of it.

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