+* Huge traces will be generated for applications that make extensive use of
+ immediate mode drawing (ie., glBegin/glEnd), use vertex/element arrays in
+ user memory, or generate a lot of dynamic vertex data per frame. This is
+ because large quantities of (often redundant) data will be recorded over and
+ over; and although the traces are compressed, the compression algorithms used
+ aim a good performance/compression balance, hence fail to identify and remove
+ the redundancy at this scale.
+
+ However, this should not be a problem for modern OpenGL applications that
+ make an efficient use of VBOs and vertex shaders.
+