The original question was asking about using GPU languages to accelerate rendering.
Unfortunately many rendering engines are not written to work well with GPUs. Blender Cycles. Octane and others show that writing dedicated renders for Cuda or OpenCL can provide nice results. We would have to write two new render's that support these different languages (opencl and cuda) since card vendors can not standardize on one. Plus there are separate graphics pipelines. One is realtime graphics viewport that is used for everyday modeling this uses DirectX and OpenGL depending on platform. Realtime effects like antialiasing and ambient occlusion plus screen resolution effect the performance of realtime graphics. Then there are scanline, raytrace/pathrace renderers used to generate high quality photo real renderings. This discussion is bouncing between these two topics.
The discussion is further complicated because, for some, the quality of realtime graphics is nearing photo real and many pathtracer renders can allow interactive zoom and rotate by dropping the render preview resolution down so that the image is pixelated but provides enough preview to know how the camera is moving. so these separate pipelines are overlapping for customers needs.
Things are even more complicated because GPUs can be used for more than graphics. GPUs are being used to calculate math functions like meshing, and simulation. The difficulty is for any GPU baed computing we need to completely rewrite these algorithms. This is also not simple because different generations fo cards are capable of different GPU calculations. Not all cards can do double precision calculations common in CAD design apps. In the end our team has to focus on technologies that provide the best horizontal benefits. To date, dedicating people to opencl or cuda development has not made much sense because we would only be providing the benefit for a subset of users. I wish it was different.
The best advice I have to improve relatime interactive graphics performance is the following in priority order:
for Windows:
Get the latest driver for your card
On older hardware switch to GirectX 9 in user preferences
For Mac's
Run the latest OS X and all its updates
For cards that have older OS X and multiple graphics cards ensure that your graphcs are set to performance mode ( found in power settings)
Be mindful of retina resolutions ( I use SwitchresX to run at non HDPI resolutions) when running any CAD on my Macbook Pro 13 with Iris graphics.
Next try each of these options one by one until you get a performance you like
Disable Ambient occlusion and object shadows
Disable antialiasing
Disable the numbers in the layout grid
Disable the floor plane/shadow and reflection
Turn off the layout grid
Run with visible edges off
In preferences, graphics settings ensure you are using the better performance transparency setting
In preferences try setting minimum graphics frame rate to 0 or 99 and decide which works better for your card
Set all selection styles to simple
Special note. Surface models have a big impact on performance. This is something we are working on. There is a "Special" effect applied to surfaces where the front side (normal) of a surface draws with its material and the back side of the surfaces draws in a mustard yellow. For imported designs with hundreds of surfaces this effect gets very expensive and can cause graphics to bog down a lot. Hiding surface bodies in the short term will help. We will be providing a means to disable this special effect to help.
Kevin Schneider