Scale it up and do A/B tests
At this point, the optimization journey has just begun. After the first rounds of digging into possible performance issues for the processor and the graphics card, you need to re-iterate the status of the application. Two pieces of advice will help you to tickle even more frames per second out of your application.
Scale up to get better results
If we profile the first version of your shiny new glTF model viewer application from Chapter 8, where we are loading and rendering only the single model, the results may lead to the wrong conclusions. The differences between the calls are too small to allow us to discern the cause for any slowdowns, and many generic calls to STL or GLM functions are shown, as you can see in Figure 15.16:
Figure 15.16: Profiling the code from Chapter 8, example 01_opengl_gltf_load
If you start optimizing on the basis of these results, you will waste your time working on completely the wrong parts...