OpenGL 4.3 refined how textures and geometry are handled to save memory and improve performance:
Prior to SSBOs, doing complex logic on the GPU usually required encoding data into textures, which was cumbersome and precision-limited. With SSBOs, developers can build large "struct" arrays on the CPU, upload them, and have the GPU modify them. This is the foundation of modern GPU-driven pipelines where the GPU decides what to draw (via Indirect Draw commands) without waiting for the CPU. opengl 4.3
The shader compiler in OpenGL 4.3 has been improved to provide better performance, more detailed error messages, and increased support for advanced shading techniques. OpenGL 4