Re: [PyOpenGL-Users] Choice of OpenGL version for new application?
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From: Mike C. F. <mcf...@vr...> - 2012-02-07 20:11:38
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On 12-02-07 02:39 PM, Matthew Brett wrote: > Hi, > > I am sorry if this question has been asked before, but, are there any > resources to get an idea of what proportion of PCs / laptops in > current use have OpenGL 3, or OpenGL 4? Or more detail on which > extensions might be available? > > I'm just starting a library that I suppose won't be used widely for at > least the next 6 months and I wanted to know if I should start with > OpenGL 3 or stick to OpenGL 1 / 2. > > Thanks a lot for any advice, sorry if the question is ignorant, Depends on your target audience; for instance, the steam survey (mostly "hardcore" gamers) says that among them ~93% have DirectX 10 capable GPUs (supporting e.g. geometry shaders, so ~ OpenGL 3.x level of support IIUC). For casual gamers the percentages will be lower, particularly as many of the cards in non-gamer machines will be Intel integrated chips, which are IIRC 2.0 with some 2.1 and 3.x extensions, and even that is dependent on having up-to-date drivers. If you're planning to port to Android (GLES) then you'll likely need to have both 1.x/2.x (android 2.1) and 3.x/4.x (anything higher) rendering paths anyway. http://store.steampowered.com/hwsurvey/videocard/ HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |