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. ------------------------------------------------------------------------------ Meet PCI DSS 3.0 Compliance Requirements with EventLog Analyzer Achieve PCI DSS 3.0 Compliant Status with Out-of-the-box PCI DSS Reports Are you Audit-Ready for PCI DSS 3.0 Compliance? Download White paper Comply to PCI DSS 3.0 Requirement 10 and 11.5 with EventLog Analyzer http://pubads.g.doubleclick.net/gampad/clk?id=154622311&iu=/4140/ostg.clktrk _______________________________________________ VirtualGL-Devel mailing list VirtualGL-Devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/virtualgl-devel