This is an OpenGL pure geometry ( T&L ) benchmark. Binaries and source code are available.. it should answer quite a few questions, like: does it make a difference if a display list is compiled in immediate mode versus vertex arrays ? What kind of difference to expect from video / AGP VAR / VAO ? Are compiled vertex arrays any usefull today ? Are short indices faster than long indices when using vertex arrays..? Now, you can look at the results yourself..