Updated code:
...
GeForce GT610 2GB.
Using above code on master of 3 weeks ago, OpenGL example texture.jpg, x32 Release:
- With & without vertex cache ~ 4.6 FPS
I suspected that there's no difference due to fillrate limitation vs. low # of OpenGL calls, so I reduced texture size to 64x64:
sprites[i].setTextureRect(sf::IntRect(0, 0, 256/4, 256/4));
Results:
- With vertex cache - 140 FPS
- Without vertex cache - 83.5
Those of you that got negligible difference, could you re-run your tests with smaller texture sizes?