Hello everyone,
I don't know a lot about graphics back-ends (I've never programmed something related to those, except a small Unity project), so forgive me if my question seems stupid.
On OpenGL setting, you can't choose which GPU will support the work charge, when you can with D3D11 or Vulkan. When I've first tested OpenGL several weeks ago on my configuration, I've hit stuttering rather quickly and Windows 10 Task manager showed that most of the work-charge went to the Intel HD 5600, rather to the nVidia GTX970M, which sounds awkward.
I've retested today, and it was much smoother than before, the work-charge being supported mostly by the nVidia GPU this time...
Hence my question: With OpenGL, how does it decide to give the work-charge on one GPU or the other, when you have multiple GPUs?
PS: Not sure if this should be posted in the dev section of the forum, don't hesitate to move it then...
I don't know a lot about graphics back-ends (I've never programmed something related to those, except a small Unity project), so forgive me if my question seems stupid.
On OpenGL setting, you can't choose which GPU will support the work charge, when you can with D3D11 or Vulkan. When I've first tested OpenGL several weeks ago on my configuration, I've hit stuttering rather quickly and Windows 10 Task manager showed that most of the work-charge went to the Intel HD 5600, rather to the nVidia GTX970M, which sounds awkward.
I've retested today, and it was much smoother than before, the work-charge being supported mostly by the nVidia GPU this time...
Hence my question: With OpenGL, how does it decide to give the work-charge on one GPU or the other, when you have multiple GPUs?
PS: Not sure if this should be posted in the dev section of the forum, don't hesitate to move it then...