Re: [PyOpenGL-Users] Choice of OpenGL version for new application?
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mcfletch
From: Matthew B. <mat...@gm...> - 2012-02-07 20:18:47
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Hi, On Tue, Feb 7, 2012 at 8:11 PM, Mike C. Fletcher <mcf...@vr...> wrote: > 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/ Thanks - that's very helpful, Best, Matthew |