OpenGL 2.0 survey?

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wondersonic
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OpenGL 2.0 survey?

Post by wondersonic »

Hi all,
I'm wondering how many of you have a video card that is compatible with OpenGL version 2.0?

One way to know it is to use the free OpenGL extension viewer (available for Windows, MAC and iPhone).

Note: the 2.0 extension allows to use glsl shaders to get wonderful video effects

Thanks for participating to the survey!
WS
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mjclark
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Re: OpenGL 2.0 survey?

Post by mjclark »

Ha ha- my lowly 256Mb AGP GeForce 6200 sure does :D
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worstplayer
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Re: OpenGL 2.0 survey?

Post by worstplayer »

Yes.

This is one thing you don't have to worry about, anyone who doesn't have OpenGL 2.0 compatible GPU most likely doesn't play PC games at all.
"A game isn't bad because you resent it. A game is bad because it's shitty."
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Re: OpenGL 2.0 survey?

Post by moozooh »

If you have a card of Radeon 9xxx family, GeForce 6xxx family, or later, it supports OpenGL 2.0. Everybody has one of those by this moment, since they've been around for at least 6 years. The only problem might be with those who have a laptop with Intel's GMA below X3500, but, as worstplayer said, those don't play PC games.
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wondersonic
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Re: OpenGL 2.0 survey?

Post by wondersonic »

Great!

BTW, know that I've developped the 2 first levels of TF4R with an Intel GMA 3000 supporting only OpenGL 1.5. I've installed latest drivers and know I'll start to use OpenGL 2.0 :D :D :D
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alastair jack
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Re: OpenGL 2.0 survey?

Post by alastair jack »

Steam's stats/survey thing is always handy to look at: http://store.steampowered.com/hwsurvey
Ex-Cyber
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Re: OpenGL 2.0 survey?

Post by Ex-Cyber »

Not sure if you care about the Linux side of things, but it's a data point: Radeon HD 3450 on Fedora 13 with Mesa/DRI driver:
glxinfo wrote:OpenGL vendor string: Advanced Micro Devices, Inc.
OpenGL renderer string: Mesa DRI R600 (RV620 95C5) 20090101 TCL DRI2
OpenGL version string: 2.0 Mesa 7.8.1
OpenGL shading language version string: 1.10
OpenGL extensions:
GL_ARB_depth_texture, GL_ARB_depth_clamp, GL_ARB_draw_buffers,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_imaging, GL_ARB_multisample,
GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow,
GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,
GL_ARB_texture_compression, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_MESAX_texture_float, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_compiled_vertex_array, GL_EXT_convolution, GL_EXT_copy_texture,
GL_EXT_draw_range_elements, GL_EXT_framebuffer_object, GL_EXT_fog_coord,
GL_EXT_gpu_program_parameters, GL_EXT_histogram, GL_EXT_multi_draw_arrays,
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,
GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels,
GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3,
GL_ATI_texture_mirror_once, GL_ATI_separate_stencil,
GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos,
GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent,
GL_NV_packed_depth_stencil, GL_NV_texture_rectangle,
GL_NV_texgen_reflection, GL_NV_vertex_program, GL_OES_read_format,
GL_SGI_color_matrix, GL_SGI_color_table, GL_SGIS_generate_mipmap,
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,
GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays
(This info subject to change when Gallium3D finally gets adopted)

This is something that I've struggled with myself. I'm sort of interested in building a 2D game engine over OpenGL, and there's this infuriating gap between "old" and "new" hardware, particularly as regards GLSL support. Intel still sells chipsets (945GC, fairly common on non-netbook Atom systems) whose drivers reportedly support ARB assembly shaders and not GLSL, while everyone else considers ARB assembly shaders to be deprecated. At the same time, they're trying to get rid of the fixed-function pipeline altogether, and a few features that could be useful for a 2D engine have already been unsupported for years (e.g. paletted textures).
If you have a card of Radeon 9xxx family, GeForce 6xxx family, or later, it supports OpenGL 2.0.
"Radeon 9xxx" includes R200 derivatives, which don't support OpenGL 2.x.
alastair jack wrote:Steam's stats/survey thing is always handy to look at: http://store.steampowered.com/hwsurvey
It's a cool source of info, but keep in mind that Steam grossly overrepresents "serious" PC gamers (i.e. the kind of people who will buy/build a PC specifically to play recent, 3D-heavy games on it). I can assure you that Intel has far more than 6.22% of the overall GPU market.
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Ed Oscuro
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Re: OpenGL 2.0 survey?

Post by Ed Oscuro »

OpenGL 3.2 natively!
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