Should I use nvbuffer to do texture streaming in EGL?

I’m currently using pbos and glTexSubImage to update textures per frame, and the GPU usage is about 15%, if I delete the glTexSubImage part and use the same shader to render static input texture (I assume the calculation is the same), the GPU usage is only 3%. I don’t know why glTexSubImage takes so much GPU usage, what is the proper way to do texture streaming in EGL?

Please check if you can apply a patch to either sample in


to show the deviation. So that we can replicate it and check further.

For Jetpack 5, NvBuffer is deprecated. Please use NvBufSurface APIs. We have migration guide in

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