Quote:Original post by samoth
No experience here, but a quick Google brought me to the OpenGL forums where there's a thread with pretty much everyone agreeing that VAO is 100% the same speed-wise as not using it, making it a total waste of time using.
I don't really agree with this. While not stellar, I have experienced a performance increase using them, of about 10% in CPU limited cases. But this may very well depend on the exact usage scenario. In my case, I was sourcing a large amount of vertex attribute streams, so that the old style per-frame call of multiple glVertexAttribPointer would show a significant impact. I had about 1.2m faces visible in the frame, distributed over about 500 VBOs.
And of course you won't notice any impact if you're not CPU limited. If, for example, you're fragment shader or memory bandwidth limited (which is often the case), then VAOs speedup will be about zero.