We are the authors of "Approaching Zero Driver Overhead", which demonstrates how eliminate overhead from shipping OpenGL implementations. AUAA.
I am John McDonald, and with me is u/casseveritt (Cass Everitt) and u/gsellers (Graham Sellers). (Tim Foley, unfortunately, had a scheduled conflict and couldn't make it).
Last week, we gave a talk at GDC on how modern OpenGL can be used in a way that is radically faster than "other shipping APIs." To date, the slides have been viewed over 120K times (by far the largest audience any of us have spoken to). We thought there might be additional interest here in r/gamedev, and so here we are.
Slides are here: http://www.slideshare.net/CassEveritt/approaching-zero-driver-overhead
Apitest is here: https://github.com/nvMcJohn/apitest
Ask us (almost) anything!
Edit: We are hitting some post limiters. We're working on getting that resolved. Sorry, we are reading and will answer as quickly as we can!
Double Edit (10:42 PM UTC): We are all gonna take a break for a bit. Please keep the questions coming, and we'll check back in ~2 hours to answer more!
Triple Edit (4:31 AM UTC): Thanks for all the questions. We'll still check back here tomorrow, but we've all "peaced out" at this point. Feel free to hit us up on twitter as well (although 140 characters is rarely enough to explain the complexities of GPUs):
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Graham Sellers: @grahamsellers
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Cass Everitt: @casseveritt
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John McDonald: @basisspace
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Tim Foley: @TangentVector