Quote Originally Posted by pixelwriter View Post
Also advice about Windows OpenGL vs. Angle here: https://wiki.qt.io/Qt_5_on_Windows_ANGLE_and_OpenGL is from mid 2015, but still has valid points.
This article is assuming that most people still use those Generic Graphic drivers that ship with Windows who only have OpenGL 1 compatibility. But that is no longer true. Why?
Because by using of such drivers you lose lots of functionality of your graphics card. Most notable one is the fact that in most cases such drivers don't even properly support Widescreen monitor resolutions so you basically end up with 4:3 aspect ratio screen stretched to fit the widescreen monitor. As a result most computer vendors already install proper graphics drivers.
And if you have newer computer with newer graphics card there is an increased possibility that Windows will actually download and install proper graphical drivers who already have full OpenGL functionality as they are made by graphics card vendors and are just distributed through Windows Update platform.
Also article states that you need "Custom" graphical drivers for OpenGL to work on Windows. That was only true in the beginning of Windows XP era since Microsoft has been refusing to issue a VSDL certificate for graphical drivers which also had support for OpenGL as an attempt to further solidify the use of their DirectX library instead. They abandoned this practice after a huge pressure was made on them by many gamers and graphical cards vendors since at certain point OpenGL had more functionality than their Direct X 9c.

Do you have any examples that could be used as a test bench to compare the performance of OpenGL vs OpenGL ES?