I did my testing on GridWars and that is all immediate mode stuff so there was a benefit there. But we know that most applications have to rig up against OpenGL Profiler to determine where they are causing a stall at. The standard stuff comes to mind glFinish / glFlush etc. But profiler should show this, also look at shark traces it will show where your spending cpu time at. In the gridwars source it was obvious, we are running that in 1920x1200 resolution and the numbers pop right out.
Using the Mac OS Multithreaded Engine
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