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History: Hardware
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Source of version: 16
(current)
This page attempts to provide some more detail on the graphics hardware features Ogre requires, or can optionally use. {maketoc} !!1.10 * All DX8 and DX9 hardware with very limited support (old ATI Radeon X1000; GeForce 4, 5200, 6000 & 7000) * All of DX10 hardware (GeForce 8, 9, 200; AMD Radeon HD 2000-4000) * All of DX11 hardware (GeForce 400 - 900; AMD Radeon HD 5000-7000; Radeon R280) Intel cards are supported but there's a lot of versions and specific support depend on the model. For best compatibility use the D3D9 or D3D11 render system instead of OpenGL. __The recommended RS is D3D9__, or else the OpenGL (not GL3+). Only use D3D11 RS if you require specific functionality (i.e. multimonitor VSync in windowed mode, which also requires Windows 8.1). Always use the latest drivers provided by your graphics card vendor! (unless a certain driver version is known to give problems) __Android__ We support all devices where the OS version is greater or equal 2.3.3 (this OS version introduced GLES 2.0 support). For older phones / tablets we still have the GLES 1.1 rendersystem (which is not developed any further). Furthermore we have partial support for GLES 3.X which should be used on newer devices. In the past we had several problems with MALI gpu's due the usage of the RTSS - some devices could not handle the auto generated shaders. But we overcome most problems with the use of the glsl optimizer so that one should be enabled when running on mobile gpu's. __iOS__ We support all iOS devices(Apple TV and watch excluded) that run iOS 6 and above. iOS 8 is required for 64 bit support. As with Android, OpenGL ES 1.1-3.0 is supported and making use of the glsl optimizer is recommended. !!2.0 Pretty much the same as 1.10 However a SSE2-capable CPU is required (shouldn't be a problem in 2015) !!2.1 (WIP) * All of DX10 hardware (GeForce 8, 9, 200; AMD Radeon HD 2000-4000) (1) * All of DX11 hardware (GeForce 400 - 900; AMD Radeon HD 5000-7000; Radeon R2xx) (1) At the time of writing both NVIDIA and AMD have stopped releasing new drivers for DX10 cards. On Windows using GL3+ RS, AMD DX10 cards don't have key extensions required to run Ogre. It is likely that these cards will be able to run Ogre 2.1 on Linux using the Mesa 10.6 drivers much better than in Windows; since this is a driver problem, not a hardware one. For maximum compatibility, use the D3D11 RS for DX10 hardware instead. Intel has always had very poor OpenGL support; and lately Intel seems to stop releasing new drivers very quickly, even with very recent cards. Only the very latest cards (Intel HD 4400 and newer with latest drivers) seem work correctly with our GL3+ on Windows. For Intel cards, use the D3D11 RS. It's possible that the Mesa drivers can improve the situation on Linux. Should I use GL3+ or D3D11? Both. [http://www.yosoygames.com.ar/wp/2015/05/direct3d11-vs-opengl4-4-in-2015-an-experience-review/|Neither of one is particularly better than the other] in all scenarios in all hardware or in all driver combinations we've tried. Microsof-specific: *Windows XP is supported via OpenGL (GL3+). *Windows 7 or higher is highly recommended. For Windows 7, if D3D11 doesn't work for you; you need to have the [https://support.microsoft.com/en-us/kb/2670838|KB2670838] update installed. Ogre 2.1 is a work in progress. Be sure to checkout this page again for further updates. [Last updated: 2015-06-10] !!GPU & Driver Support Databases * A large database with cards, and the GL extensions and {LEX()}DirectX{LEX} capabilities they support in the current drivers can be found on Chris Dragan's [http://d3dcaps.chris.dragan.name/|Direct3D and OpenGL Device Capablities Database] * A reference list of GL extensions and parameter settings in OS X - [http://developer.apple.com/graphicsimaging/opengl/capabilities/|Mac OS X OpenGL Capabilities] * [http://opengl.delphigl.de|OpenGL Extension Database] * A handy tool for getting information about extensions as well as benchmarking and testing for support of extensions for Windows and Mac OS X is available from [http://www.realtech-vr.com/glview/|Realtech VR]
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