Comment Re:Could be worse (Score 1) 307
Another problem is immediate mode vertex data is tied to the GPU front end vertex / data fetch rate, while vertex buffer data is read through the texture fetch path (much, much higher bandwidth). So the max rate for each type is fundamentally bottlenecked by the architecture, even if you could transfer it in at the same rate.
The fixed function GPU front end is not as massively parallel as the general purpose shader engines / texture fetch portion. To reach the same levels of performance on immediate mode, the architecture would have to change significantly, and it would most likely come with a large area hit, which directly translates into chip yield / cost.