“Specific problems we had in the old days, OpenGL had no…” — Software Engineering Daily at 5:54
“Specific problems we had in the old days, OpenGL had no real way to make use of multiple CPU cores, so that if you were trying to keep the GPU fed with commands, because the GPU is a voracious consumer of data and commands, and you might need multiple threads in order to generate those commands fast enough, you…”
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