(Part 1)
In the previous draw call benchmark, the settings I supplied were suboptimal; having the application split between the two different objects caused the application to eat up most of the CPU time. If only one object type is used, however, the driver has much more room to throw it's...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.