Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
OpenGL
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Version history== The first version of OpenGL, version 1.0, was released on June 30, 1992, by Mark Segal and [[Kurt Akeley]]. Since then, OpenGL has occasionally been extended by releasing a new version of the specification. Such releases define a baseline set of features which all conforming graphics cards must support, and against which new extensions can more easily be written. Each new version of OpenGL tends to incorporate several extensions which have widespread support among graphics-card vendors, although the details of those extensions may be changed. {| class="wikitable" |+OpenGL version history !Version ! scope="col" style="width: 10em;" | Release Date !Features |- |1.1 |March 4, 1997<ref>{{Cite book |last=Kilgard |first=Mark J. |title=OpenGL programming for the X Window System |date=2001 |publisher=Addison-Wesley |isbn=978-0-201-48359-8 |edition=6. print |series=Graphics programming |location=Boston, Mass. Munich |pages=6}}</ref><ref name="glspec11"/> |Texture objects, Vertex Arrays |- |1.2 |March 16, 1998 |3D textures, BGRA and [[packed pixel]] formats,<ref name="Gamedev1929">{{cite news|url=https://www.gamedev.net/articles/programming/graphics/moving-beyond-opengl-11-for-windows-r1929/|title=Moving Beyond OpenGL 1.1 for Windows|last=Astle|first=Dave|date=April 1, 2003|work=gamedev.net|access-date=November 15, 2007}}</ref> introduction of the ''imaging subset'' useful to image-processing applications |- |1.2.1 |October 14, 1998 |A concept of ARB extensions |- |1.3 |August 14, 2001 |[[Texture mapping|Multitexturing]], multisampling, [[texture compression]] |- |1.4 |July 24, 2002 |Depth textures, GLSlang<ref>{{cite book|url=https://books.google.com/books?id=npmdCwAAQBAJ&pg=PA191|title=Simulación visual de materiales : teoría, técnicas, análisis de casos|last=Isorna|first=J.M.|publisher=Universitat Politècnica de Catalunya|year=2015|isbn=978-84-9880-564-2|series=UPC Grau. Arquitectura, urbanisme i edificació|page=191|language=es|access-date=August 21, 2019}}</ref> |- |1.5 |July 29, 2003 |Vertex Buffer Object (VBO), Occlusion Queries<ref name="glspec21"/> |- |2.0 |September 7, 2004 |[[GLSL]] 1.1, [[Multiple Render Targets|MRT]], Non Power of Two textures, Point Sprites,<ref>{{cite web|url=https://www.khronos.org/opengl/wiki/Primitive#Point_primitives|title=Point Primitive}}</ref> Two-sided stencil<ref name="glspec21" /> |- |2.1 |July 2, 2006 |GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures<ref name="glspec21" /> |- |3.0 |August 11, 2008 |GLSL 1.3, Texture Arrays, Conditional rendering, Frame Buffer Object (FBO)<ref name="glspec30"/> |- |3.1 |March 24, 2009 |GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart<ref name="glspec31"/> |- |3.2 |August 3, 2009 |GLSL 1.5, Geometry Shader, Multi-sampled textures<ref name="glspec32core"/> |- |3.3 |March 11, 2010 |GLSL 3.30, Backports as much function as possible from the OpenGL 4.0 specification |- |4.0 |March 11, 2010 |GLSL 4.00, Tessellation on GPU, shaders with 64-bit precision<ref>{{cite web|url=https://www.khronos.org/news/press/khronos-unleashes-cutting-edge-cross-platform-graphics-acceleration-opengl4|title=Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration with OpenGL 4.0|date=March 11, 2010}}</ref> |- |4.1 |July 26, 2010 |GLSL 4.10, Developer-friendly debug outputs,{{efn|name=GL4.1|optional, made core in OpenGL 4.3}} compatibility with OpenGL ES 2.0<ref>{{cite web|url=https://www.khronos.org/news/press/opengl-4-1-released|title=Khronos Drives Evolution of Cross-Platform 3D Graphics with Release of OpenGL 4.1 Specification|date=July 26, 2010}}</ref> |- |4.2 |August 8, 2011<ref name="khronos 4.2-2011" /> |GLSL 4.20, Shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements |- |4.3 |August 6, 2012<ref name="khronos 4.3-2012" /> |GLSL 4.30, Compute shaders leveraging GPU parallelism, shader storage buffer objects, high-quality ETC2/EAC texture compression, increased memory security, a multi-application robustness extension, compatibility with OpenGL ES 3.0<ref>{{cite web|url=https://www.khronos.org/news/press/khronos-releases-opengl-4.3-specification-with-major-enhancements|title=Khronos Releases OpenGL 4.3 Specification with Major Enhancements|date=August 6, 2012}}</ref> |- |4.4 |July 22, 2013<ref name="khronos.org">{{cite web|url=https://www.khronos.org/news/press/khronos-releases-opengl-4.4-specification|title=Khronos Releases OpenGL 4.4 Specification|date=July 22, 2013}}</ref> |GLSL 4.40, Buffer Placement Control, Efficient Asynchronous Queries, Shader Variable Layout, Efficient Multiple Object Binding, Streamlined Porting of Direct3D applications, Bindless Texture Extension, Sparse Texture Extension<ref name="khronos.org" /> |- |4.5 |August 11, 2014<ref name="OpenGLRegistryRoot" /><ref name="khronos-2014" /> |GLSL 4.50, Direct State Access (DSA), Flush Control, Robustness, OpenGL ES 3.1 API and shader compatibility, DX11 emulation features |- |4.6 |July 31, 2017<ref name="khronos 4.6-2017" /><ref name="Kessenich" /> |GLSL 4.60, More efficient geometry processing and shader execution, more information, no error context, polygon offset clamp, SPIR-V, anisotropic filtering |} ===OpenGL 2.0=== ''Release date'': September 7, 2004 OpenGL 2.0 was originally conceived by [[3Dlabs]] to address concerns that OpenGL was stagnating and lacked a strong direction.<ref>{{cite web | url=http://www.tomshardware.com/reviews/opengl-directx,2019-2.html | title=OpenGL 3 (3DLabs And The Evolution Of OpenGL) | last=Abi-Chahla | first=Fedy | publisher=Tom's Hardware | date=September 16, 2008 | access-date=October 24, 2010}}</ref> 3Dlabs proposed a number of major additions to the standard. Most of these were, at the time, rejected by the ARB or otherwise never came to fruition in the form that 3Dlabs proposed. However, their proposal for a C-style shading language was eventually completed, resulting in the current formulation of the OpenGL Shading Language ([[GLSL]] or GLslang). Like the assembly-like shading languages it was replacing, it allowed replacing the fixed-function vertex and fragment pipe with [[shader]]s, though this time written in a C-like high-level language. The design of GLSL was notable for making relatively few concessions to the limits of the hardware then available. This harked back to the earlier tradition of OpenGL setting an ambitious, forward-looking target for 3D accelerators rather than merely tracking the state of currently available hardware. The final OpenGL 2.0 specification<ref name="glspec20"/> includes support for GLSL. ===Longs Peak and OpenGL 3.0=== Before the release of OpenGL 3.0, the new revision had the codename [[Longs Peak]]. At the time of its original announcement, Longs Peak was presented as the first major API revision in OpenGL's lifetime. It consisted of an overhaul to the way that OpenGL works, calling for fundamental changes to the API. The draft introduced a change to object management. The GL 2.1 object model was built upon the state-based design of OpenGL. That is, to modify an object or to use it, one needs to bind the object to the state system, then make modifications to the state or perform function calls that use the bound object. Because of OpenGL's use of a state system, objects must be mutable. That is, the basic structure of an object can change at any time, even if the rendering pipeline is asynchronously using that object. A texture object can be redefined from 2D to 3D. This requires any OpenGL implementations to add a degree of complexity to internal object management. Under the Longs Peak API, object creation would become [[Linearizability|atomic]], using templates to define the properties of an object which would be created with one function call. The object could then be used immediately across multiple threads. Objects would also be immutable; however, they could have their contents changed and updated. For example, a texture could change its image, but its size and format could not be changed. To support backwards compatibility, the old state based API would still be available, but no new functionality would be exposed via the old API in later versions of OpenGL. This would have allowed legacy code bases, such as the majority of [[Computer-aided design|CAD]] products, to continue to run while other software could be written against or ported to the new API. Longs Peak was initially due to be finalized in September 2007 under the name OpenGL 3.0, but the Khronos Group announced on October 30 that it had run into several issues that it wished to address before releasing the specification.<ref>{{cite web|url=http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=229374#Post229374|title=OpenGL ARB announces an update on OpenGL 3.0|date=October 30, 2007|access-date=October 31, 2007|archive-date=November 7, 2007|archive-url=https://web.archive.org/web/20071107050010/http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=229374#Post229374|url-status=dead}}</ref> As a result, the spec was delayed, and the Khronos Group went into a [[media blackout]] until the release of the final OpenGL 3.0 spec. The final specification proved far less revolutionary than the Longs Peak proposal. Instead of removing all immediate mode and fixed functionality (non-shader mode), the spec included them as deprecated features. The proposed object model was not included, and no plans have been announced to include it in any future revisions. As a result, the API remained largely the same with a few existing extensions being promoted to core functionality. Among some developer groups this decision caused something of an uproar,<ref>{{cite web|url=http://tech.slashdot.org/article.pl?sid=08/08/11/2135259 |title=OpenGL 3.0 Released, Developers Furious – Slashdot |date=August 11, 2008 |publisher=Tech.slashdot.org |access-date=November 7, 2012}}</ref> with many developers professing that they would switch to [[DirectX]] in protest. Most complaints revolved around the lack of communication by Khronos to the development community and multiple features being discarded that were viewed favorably by many. Other frustrations included the requirement of DirectX 10 level hardware to use OpenGL 3.0 and the absence of geometry shaders and instanced rendering as core features. Other sources reported that the community reaction was not quite as severe as originally presented,<ref>{{cite web|url=https://www.opengl.org/news/opengl_bof_went_over_well_no_pitch_forks_seen|title=OpenGL BOF went over well, no pitch forks seen}}</ref> with many vendors showing support for the update.<ref>{{cite web|url=https://www.opengl.org/news/nick_haemel_amd_blog_post_opengl_30_a_big_step_in_the_right_direction/ |title=The Industry Standard for High Performance Graphics |publisher=OpenGL |date=August 18, 2008 |access-date=July 31, 2017}}</ref><ref>{{cite web|url=https://www.opengl.org/news/nvidia_provides_early_opengl_30_driver_now|title=NVIDIA provides early OpenGL 3.0 driver now}}</ref> ===OpenGL 3.0=== ''Release date'': August 11, 2008 OpenGL 3.0 introduced a deprecation mechanism to simplify future revisions of the API. Certain features, marked as deprecated, could be completely disabled by requesting a ''forward-compatible context'' from the windowing system. OpenGL 3.0 features could still be accessed alongside these deprecated features, however, by requesting a ''full context''. Deprecated features include: * All fixed-function vertex and fragment processing * Direct-mode rendering, using glBegin and glEnd * Display lists * Indexed-color rendering targets * [[OpenGL Shading Language]] versions 1.10 and 1.20 Hardware support: Nvidia [[GeForce 8 Series]] and newer, ATI [[Radeon HD 2000 series]] and newer. ===OpenGL 3.1=== ''Release date'': March 24, 2009 OpenGL 3.1 fully removed all of the features which were deprecated in version 3.0, with the exception of wide lines. From this version onwards, it's not possible to access new features using a ''full context'', or to access deprecated features using a ''forward-compatible context''. An exception to the former rule is made if the implementation supports the [https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_compatibility.txt ARB_compatibility] extension, but this is not guaranteed. Hardware support: Mesa supports ARM Panfrost with Version 21.0. ===OpenGL 3.2=== ''Release date'': August 3, 2009 OpenGL 3.2 further built on the deprecation mechanisms introduced by OpenGL 3.0, by dividing the specification into a ''core profile'' and ''compatibility profile''. Compatibility contexts include the previously removed fixed-function APIs, equivalent to the ARB_compatibility extension released alongside OpenGL 3.1, while core contexts do not. OpenGL 3.2 also included an upgrade to GLSL version 1.50. ===OpenGL 3.3=== ''Release date:'' March 11, 2010 Mesa supports software Driver SWR, softpipe and for older Nvidia cards with NV50. Several minor additions were made, with the goal of retaining as much functionality as possible from OpenGL 4.0, while keeping support for older hardware. Support is also added for GLSL version 3.30, major and minor versions now match with OpenGL. ===OpenGL 4.0=== ''Release date'': March 11, 2010 OpenGL 4.0 was released alongside version 3.3. It was designed for hardware able to support Direct3D 11. As in OpenGL 3.0, this version of OpenGL contains a high number of fairly inconsequential extensions, designed to thoroughly expose the abilities of Direct3D 11-class hardware, such as tessellation. Hardware support: Nvidia [[GeForce 400 series]] and newer, AMD [[Radeon HD 5000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), [[Intel HD Graphics]] in Intel [[Ivy Bridge (microarchitecture)|Ivy Bridge]] processors and newer.<ref name=intel-support>{{cite web|url=https://downloadcenter.intel.com/download/24785|title=Intel Iris and HD Graphics Driver for Windows 7/8/8.1 64bit|work=Intel Download Center|url-status=dead|archive-url=https://web.archive.org/web/20150402105758/https://downloadcenter.intel.com/download/24785|archive-date=April 2, 2015}}</ref> ===OpenGL 4.1=== ''Release date'': July 26, 2010 * Minimum "maximum texture size" is 16,384 × 16,384 for GPUs implementing this specification.<ref>{{cite web|url=http://www.gamedev.net/topic/646362-expected-maximum-texture-size/|title=Expected maximum texture size - Graphics and GPU Programming|website=GameDev.net}}</ref> * Improved compatibility for [[OpenGL ES 2.0]]<ref>{{cite web|url=https://registry.khronos.org/OpenGL/specs/gl/glspec41.core.pdf|title=OpenGL 4.1 (Core Profile) - July 25, 2010|website=Khronos.org}}</ref> * Multiple Viewports for the same rendering surface, or one per surface.<ref>{{cite web|url=https://www.khronos.org/opengl/wiki/History_of_OpenGL|title=History of OpenGL - OpenGL Wiki|website=Khronos.org}}</ref> Hardware support: Nvidia [[GeForce 400 series]] and newer, AMD [[Radeon HD 5000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), [[Intel HD Graphics]] in Intel [[Haswell (microarchitecture)|Haswell]] processors and newer<ref name=intel-support /> (Linux Mesa: Ivy Bridge and newer). Additionally, this is the last core profile supported by Apple macOS. ===OpenGL 4.2=== ''Release date:'' August 8, 2011<ref name="khronos 4.2-2011">{{cite web|url=http://www.khronos.org/news/press/khronos-enriches-cross-platform-3d-graphics-with-release-of-opengl-4.2-spec|title=Khronos Enriches Cross-Platform 3D Graphics with Release of OpenGL 4.2 Specification|work=The Khronos Group |date=August 8, 2011}}</ref> * Support for shaders with atomic counters and load-store-atomic read-modify-write operations to one level of a texture * Drawing multiple instances of data captured from GPU vertex processing (including tessellation), to enable complex objects to be efficiently repositioned and replicated * Support for modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements Hardware support: Nvidia [[GeForce 400 series]] and newer, AMD [[Radeon HD 5000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), and [[Intel HD Graphics]] in Intel [[Haswell (microarchitecture)|Haswell]] processors and newer.<ref name=intel-support /> (Linux Mesa: Ivy Bridge and newer) ===OpenGL 4.3=== ''Release date:'' August 6, 2012<ref name="khronos 4.3-2012">{{cite web|url=http://www.khronos.org/news/press/khronos-releases-opengl-4.3-specification-with-major-enhancements|title=Khronos Releases OpenGL 4.3 Specification with Major Enhancements|date=August 6, 2012}}</ref> * [[Compute shader]]s leveraging GPU parallelism within the context of the graphics pipeline * Shader storage buffer objects, allowing shaders to read and write buffer objects like image load/store from 4.2, but through the language rather than function calls. * Image format parameter queries * [[Ericsson Texture Compression|ETC2/EAC]] texture compression as a standard feature * Full compatibility with [[OpenGL ES 3.0]] APIs * Debug abilities to receive debugging messages during application development * Texture views to interpret textures in different ways without data replication * Increased memory security and multi-application robustness Hardware support: AMD [[Radeon HD 5000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), [[Intel HD Graphics]] in Intel [[Haswell (microarchitecture)|Haswell]] processors and newer.<ref name=intel-support /> (Linux Mesa: Ivy Bridge without stencil texturing, Haswell and newer), Nvidia [[GeForce 400 series]] and newer. VIRGL Emulation for virtual machines supports 4.3+ with Mesa 20. ===OpenGL 4.4=== ''Release date:'' July 22, 2013<ref name="khronos.org"/> * Enforced buffer object usage controls * Asynchronous queries into buffer objects * Expression of more layout controls of interface variables in shaders * Efficient binding of multiple objects simultaneously Hardware support: AMD [[Radeon HD 5000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), [[Intel HD Graphics]] in Intel [[Broadwell (microarchitecture)|Broadwell]] processors and newer (Linux Mesa: Haswell and newer),<ref>{{cite web|url=http://gadgets.ndtv.com/laptops/news/intel-skylake-s-cpus-and-100-series-chipsets-detailed-in-apparent-leak-682437|title=Intel Skylake-S CPUs and 100-series Chipsets Detailed in Apparent Leak|date=April 17, 2015|work= NDTV Gadgets}}</ref> Nvidia [[GeForce 400 series]] and newer,<ref name="nvidia-opengl4.6"/> [[Tegra#Tegra K1|Tegra K1]]. ===OpenGL 4.5=== ''Release date:'' August 11, 2014<ref name="OpenGLRegistryRoot"/><ref name="khronos-2014">{{cite web|url=https://www.khronos.org/news/press/khronos-group-announces-key-advances-in-opengl-ecosystem|title=Khronos Group Announces Key Advances in OpenGL Ecosystem – Khronos Group Press Release|date=August 10, 2014|publisher=The Khronos Group Inc|access-date=April 17, 2015}}</ref> * Direct State Access (DSA) – object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility.<ref>{{cite web|url=https://arstechnica.com/information-technology/2014/08/opengl-4-5-released-with-one-of-direct3ds-best-features/|title=OpenGL 4.5 released—with one of Direct3D's best features|work=Ars Technica|date=August 11, 2014|access-date=April 17, 2015}}</ref> * Flush Control – applications can control flushing of pending commands before context switching – enabling high-performance multithreaded applications; * Robustness – providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications; * OpenGL ES 3.1 API and shader compatibility – to enable the easy development and execution of the latest OpenGL ES applications on desktop systems. Hardware support: AMD [[Radeon HD 5000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), [[Intel HD Graphics]] in Intel [[Broadwell (microarchitecture)|Broadwell]] processors and newer (Linux Mesa: Haswell and newer), Nvidia [[GeForce 400 series]] and newer,<ref name="nvidia-opengl4.6"/> [[Tegra K1]], and Tegra X1.<ref>{{cite web|url=http://www.ustream.tv/recorded/51255959|title=SG4121: OpenGL Update for NVIDIA GPUs|work=Ustream|access-date=April 17, 2015|url-status=dead|archive-url=https://web.archive.org/web/20150517205154/http://www.ustream.tv/recorded/51255959|archive-date=May 17, 2015}}</ref><ref>{{cite web|url=http://www.slideshare.net/Mark_Kilgard/opengl-45-update-for-nvidia-gpus|title=OpenGL 4.5 Update for NVIDIA GPUs|last=Kilgard|first=Mark|date=August 12, 2014|access-date=April 17, 2015}}</ref> ===OpenGL 4.6=== ''Release date:'' July 31, 2017<ref name="OpenGLRegistryRoot"/><ref name="khronos 4.6-2017">{{cite web|url=https://www.khronos.org/news/press/khronos-releases-opengl-4.6-with-spir-v-support|title=Khronos Releases OpenGL 4.6 with SPIR-V Support|date=July 31, 2017|publisher=The Khronos Group Inc|access-date=July 31, 2017}}</ref><ref name="Kessenich">{{cite web | last1=Kessenich | first1=John | last2=Baldwin | first2=Dave | title=The OpenGL Shading Language, Version 4.60.7 | website=The Khronos Group Inc | url=https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html | access-date=August 21, 2019}}</ref> * more efficient, GPU-sided, [[geometry processing]] * more efficient shader execution ([[Glossary of computer graphics#azdo|{{abbr|AZDO|Approaching Zero Driver Overhead}}]]) * more information through statistics, overflow query and counters * higher performance through no error handling contexts * [[Clamping (graphics)|clamping]] of [[Polygon graphics|polygon]] offset function, solves a shadow rendering problem * [[Standard Portable Intermediate Representation#SPIR-V|SPIR-V]] shaders * Improved [[anisotropic filtering]] Hardware support: AMD [[Radeon HD 7000 series]] and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel [[Skylake (microarchitecture)|Skylake]] and newer, Nvidia [[GeForce 400 series]] and newer.<ref name="nvidia-opengl4.6">{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=NVIDIA-OpenGL-4.6-Driver |title=NVIDIA Releases 381.26.11 Linux Driver With OpenGL 4.6 Support |first=Michael |last=Larabel |date=July 31, 2017 |website=[[Phoronix]]}}</ref> Driver support: * [[Mesa (computer graphics)|Mesa]] 19.2 on [[Linux]] supports OpenGL 4.6 for Intel Broadwell and newer.<ref>{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=OpenGL-4.6-Mesa-19.2-Intel |title=Intel's OpenGL Linux Driver Now Has OpenGL 4.6 Support For Mesa 19.2 |first=Michael |last=Larabel |date=August 21, 2019 |website=[[Phoronix]] }}</ref> Mesa 20.0 supports AMD Radeon GPUs,<ref>{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=RadeonSI-GL-4.6-NIR-Lands |title=AMD's RadeonSI Driver Finally Enables OpenGL 4.6 |first=Michael |last=Larabel |date=November 27, 2019 |website=[[Phoronix]] }}</ref> while support for Nvidia Kepler+ is in progress. Zink as Emulation Driver with 21.1 and software driver LLVMpipe also support with Mesa 21.0. * [[Advanced Micro Devices|AMD]] Adrenalin 18.4.1 Graphics Driver on [[Windows 7]] [[Windows 7#Service Pack 1|SP1]], [[Windows 10|10]] version 1803 (April 2018 update) for AMD Radeon HD 7700+, HD 8500+ and newer. Released April 2018.<ref>{{Cite web|url=http://www.geeks3d.com/20180501/amd-adrenalin-18-4-1-graphics-driver-released-opengl-4-6-vulkan-1-1-70/|title=AMD Adrenalin 18.4.1 Graphics Driver Released (OpenGL 4.6, Vulkan 1.1.70) – Geeks3D|website=www.geeks3d.com|date=May 2018 |language=en-US|access-date=May 10, 2018}}</ref><ref>{{Cite web|url=https://support.amd.com/en-us/kb-articles/Pages/Radeon-Software-Adrenalin-Edition-18.4.1-Release-Notes.aspx|title=Radeon Software Adrenalin Edition 18.4.1 Release Notes|website=support.amd.com|language=en-US|access-date=May 10, 2018}}</ref> * [[Intel]] 26.20.100.6861 graphics driver on [[Windows 10]]. Released May 2019.<ref>{{Cite web|url=https://www.geeks3d.com/20190516/intel-graphics-driver-25-20-100-6861-released-opengl-4-6-vulkan-1-1-103/|title=Intel Graphics Driver 25.20.100.6861 Released (OpenGL 4.6 + Vulkan 1.1.103) {{!}} Geeks3D|date=May 16, 2019 |language=en-US|access-date=May 16, 2019}}</ref><ref>{{cite web | title=Windows 10 DCH Drivers | website=Intel DownloadCenter | url=https://downloadcenter.intel.com/download/28783/Intel-Graphics-Windows-10-DCH-Drivers | access-date=August 21, 2019}}</ref> * [[Nvidia|NVIDIA]] [[GeForce]] 397.31 Graphics Driver on [[Windows 7]], [[Windows 8|8]], [[Windows 10|10]] [[x86-64]] bit only, no [[32-bit]] support. Released April 2018<ref>{{Cite web|url=http://www.geeks3d.com/20180425/nvidia-geforce-397-31-graphics-driver-released-opengl-4-6-vulkan-1-1-rtx-cuda-9-2/|title=NVIDIA GeForce 397.31 Graphics Driver Released (OpenGL 4.6, Vulkan 1.1, RTX, CUDA 9.2) – Geeks3D|website=www.geeks3d.com|date=April 25, 2018 |language=en-US|access-date=May 10, 2018}}</ref>
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)