Toot

Written by Raptor :gamedev: on 2024-12-18 at 03:40

So in the end, to summarize, the best overall was the gles2 backend, it was always either fastest or a close second in any operation, Opengl was always fairly close, and basic surface drawing was always right up with gles2 (though you lose some of that speed if you have to do any blending/scaling to display to screen). Software was blazing fast so long as you don't deal with SDL_Textures, that bottlenecks it bad, GPU was fast if you ONLY need to blit a single texture, and vulkan was just broken.

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