Well, when I found about this workaround, I just thought: there must be a reason why game producers test their products on different GPUs. You can check the GL vendor on startup, then select the best method to update a VBO from that. This sort of thing has been around for a while as Alfonse observed. What I wonder about is, if glfreak has tested both approaches on different GPUs.
I use the Dark Photon's caching VBO and I really don't care much about the perf of glMapBuffer()/glBufferSubData(). If there is a cache miss, the VBO is orphaned and data has to reloaded, which is not particularly fast in any case - it causes some frame breakage regardless of the method I use.



