Quote:Original post by Aks9
I haven't had an opportunity to program for AMD/ATI, but my shaders on NVIDIA hardware can be only few percents faster than standard fixed functionality. And it is a case only if I skip the full implementation (of lighting, for example).
You mean that your
simplified shaders are only marginally faster than the
full FFP ? That is impossible, since on all modern HW, FFP vertex and fragment processing are entirely implemented as shaders (except for the parts that are still FF, like blending). You are doing something wrong. Either you are writing highly unoptimized shaders, or, and this is more likely, you are profiling incorrectly.
Quote:Original post by Aks9
Can you point out some resource for that statement. I thought the same way, but the current situation strongly confute it. I have carried out many experiments with GL 3.2 Core profile and so far observe no speed up at all in any aspect of code execution. I would be glad if it wasn't true, but so far it is.
There is no FFP in 3.2 core profile. Are you comparing 3.2 core shaders with 2.x FFP ? In that case, see above. You are doing something wrong. Probably profiling.