+* Replaying can take substantially more CPU due to the overhead of reading the
+ trace file from disk.
+
+ However, the overhead should not be significant for modern 3D applications
+ that do efficient use of VBOs and vertex shaders. The communication between
+ CPU to GPU can easily be a bottleneck on the powerful discrete GPUs of
+ nowadays, and trace overhead tend to be propotional so it is not a
+ coincidence that applications that are optimized for modern GPUs will also be
+ traced and replayed efficiently.
+