I understand that generally OpenGL and Intel hardware is a lost cause but I’ll still ask if anyone has had similar experiences.
In my engine, which supports both Direct3D9 and OpenGL 2.0+, I’m seeing catastrophically bad performance in OpenGL mode on an Intel HD Graphics -equipped laptop, when triangle count increases let’s say above 10000. When rendering only a small amount of triangles / vertices, the performance stays good, even though the fragment shaders are fairly complex (normal mapping, specular, PSSM shadows).
I am using GLSL and vertex buffer objects. On NVIDIA & AMD hardware OpenGL mode is only slightly slower than Direct3D9, which is as expected.
So, anyone else seen such dramatic performance drop related to triangle count on Intel hardware, and did you manage to solve it?