Is it better to create new VBOs or just change data? (Opengl)

So, in an OpenGL rendering application, is it usually better to create and maintain a vertex buffer throughout the life of the application and just change the data every frame using glBufferData or is it better to just delete the VBO and recreate it every frame?

Intuition tells me that it is better to change the data, but a few examples of programs that I saw do the latter, so I'm a little confused.

I read the Nvidia white paper on VBOs, but since I'm new to opengl, that didn't make much sense.

Thanks in advance for your help and advice.

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