Opengl - “fullscreen” texture rendering performance issue?

Obviously this is a guess since I haven't seen or profiled your code, but I would guess that integrated cards are just struggling with your post-processing (drawing the texture several times to achieve your "shadow" effect).

Seeing some code would be nice. If the only difference between the two is using an external GPU or not, the difference could be in memory management (ie how and when you're creating an FBO, etc.), since streaming data to the GPU can be slow. Try moving anything that creates any sort of OpenGL buffer or sends any sort of data to it to initialization.

I can't really give any more detailed advice without seeing exactly what you're doing.

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