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Re: [Public WebGL] GL_RENDERER string needed for performant apps
GPUs/drivers vary in regard to:
- How many vertices they push trough
- How many attributes work fast
- How many uniforms work fast
- Vertex buffer layout (packed or 4-byte aligned)
- If uniform arrays are fast
- Texel fillrate
- Coverage sampling
- AA performance
- Shader execution, and particular flavors of shader constructucts
- texture lookup speed
- lookup speed regarding particular formats
- rendering to framebuffers (and in particular formats)
- impact of shader precision on shader execution speed
- speed of state changes
- texture upload speed
- framebuffer readback speed
-
vertex buffer upload speed
- compressed texture lookup speed
- etc.
There are many ways in which things can be made to run faster on some GPUs, that can be irrelevant or antagonistic to other GPUs.