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<blockquote data-quote="dinukap4" data-source="post: 4936011" data-attributes="member: 88060"><p>C THIS</p><p> </p><p> </p><p>===================================[ Graphics Adapter / GPU ]</p><p>- OpenGL Renderer: G92-240/PCI/SSE2</p><p>- Drivers Renderer: NVIDIA GeForce 9800 GTX</p><p>- DB Renderer: NVIDIA G92-240</p><p>- Device Description: NVIDIA GeForce 9800 GTX</p><p>- Adapter String: G92-240</p><p>- Vendor: NVIDIA Corporation</p><p>- Vendor ID: 0x10DE</p><p>- Device ID: 0x0607</p><p>- Drivers Version: Forceware 6.14.11.7824 (10-7-2008)</p><p>- GPU Codename: G92</p><p>- GPU Unified Shader Processors: 128</p><p>- GPU Vertex Shader Processors: 0</p><p>- GPU Pixel Shader Processors: 0</p><p>- Video Memory Size: 512 Mb</p><p>- BIOS String: 62.92.24.00.01</p><p>- Current Display Mode: 1024x768 @ 60 Hz - 32 bpp</p><p></p><p>===================================[ OpenGL GPU Capabilities ]</p><p>- OpenGL Version: 2.1.2</p><p>- GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler</p><p>- ARB Texture Units: 4</p><p>- Vertex Shader Texture Units: 32</p><p>- Pixel Shader Texture Units: 32</p><p>- Geometry Shader Texture Units: 32</p><p>- Max Texture Size: 8192x8192</p><p>- Max Anisotropic Filtering Value: X16.0</p><p>- Max Point Sprite Size: 63.4</p><p>- Max Dynamic Lights: 8</p><p>- Max Viewport Size: 8192x8192</p><p>- Max Vertex Uniform Components: 4096</p><p>- Max Fragment Uniform Components: 2048</p><p>- Max Geometry Uniform Components: 2048</p><p>- Max Varying Float: 60</p><p>- Max Vertex Bindable Uniforms: 12</p><p>- Max Fragment Bindable Uniforms: 12</p><p>- Max Geometry Bindable Uniforms: 12</p><p>- Frame Buffer Objects (FBO) Support:[yes]</p><p>- Multiple Render Targets / Max draw buffers: 8</p><p>- Pixel Buffer Objects (PBO) Support:[yes]</p><p>- S3TC Texture Compression Support:[yes]</p><p>- ATI 3Dc Texture Compression Support:[no]</p><p>- Texture Rectangle Support:[yes]</p><p>- Floating Point Textures Support:[yes]</p><p>- MSAA: 2X</p><p>- MSAA: 4X</p><p>- MSAA: 8X</p><p>- MSAA: 16X</p><p>- MSAA: 32X</p><p>- OpenGL Extensions: 161 extensions</p><p> <li>GL_ARB_color_buffer_float</li></p><p> <li>GL_ARB_depth_texture</li></p><p> <li>GL_ARB_draw_buffers</li></p><p> <li>GL_ARB_fragment_program</li></p><p> <li>GL_ARB_fragment_program_shadow</li></p><p> <li>GL_ARB_fragment_shader</li></p><p> <li>GL_ARB_half_float_pixel</li></p><p> <li>GL_ARB_imaging</li></p><p> <li>GL_ARB_multisample</li></p><p> <li>GL_ARB_multitexture</li></p><p> <li>GL_ARB_occlusion_query</li></p><p> <li>GL_ARB_pixel_buffer_object</li></p><p> <li>GL_ARB_point_parameters</li></p><p> <li>GL_ARB_point_sprite</li></p><p> <li>GL_ARB_shadow</li></p><p> <li>GL_ARB_shader_objects</li></p><p> <li>GL_ARB_shading_language_100</li></p><p> <li>GL_ARB_texture_border_clamp</li></p><p> <li>GL_ARB_texture_compression</li></p><p> <li>GL_ARB_texture_cube_map</li></p><p> <li>GL_ARB_texture_env_add</li></p><p> <li>GL_ARB_texture_env_combine</li></p><p> <li>GL_ARB_texture_env_dot3</li></p><p> <li>GL_ARB_texture_float</li></p><p> <li>GL_ARB_texture_mirrored_repeat</li></p><p> <li>GL_ARB_texture_non_power_of_two</li></p><p> <li>GL_ARB_texture_rectangle</li></p><p> <li>GL_ARB_transpose_matrix</li></p><p> <li>GL_ARB_vertex_buffer_object</li></p><p> <li>GL_ARB_vertex_program</li></p><p> <li>GL_ARB_vertex_shader</li></p><p> <li>GL_ARB_window_pos</li></p><p> <li>GL_ATI_draw_buffers</li></p><p> <li>GL_ATI_texture_float</li></p><p> <li>GL_ATI_texture_mirror_once</li></p><p> <li>GL_S3_s3tc</li></p><p> <li>GL_EXT_texture_env_add</li></p><p> <li>GL_EXT_abgr</li></p><p> <li>GL_EXT_bgra</li></p><p> <li>GL_EXT_blend_color</li></p><p> <li>GL_EXT_blend_equation_separate</li></p><p> <li>GL_EXT_blend_func_separate</li></p><p> <li>GL_EXT_blend_minmax</li></p><p> <li>GL_EXT_blend_subtract</li></p><p> <li>GL_EXT_compiled_vertex_array</li></p><p> <li>GL_EXT_Cg_shader</li></p><p> <li>GL_EXT_bindable_uniform</li></p><p> <li>GL_EXT_depth_bounds_test</li></p><p> <li>GL_EXT_draw_buffers2</li></p><p> <li>GL_EXT_draw_instanced</li></p><p> <li>GL_EXT_draw_range_elements</li></p><p> <li>GL_EXT_fog_coord</li></p><p> <li>GL_EXT_framebuffer_blit</li></p><p> <li>GL_EXT_framebuffer_multisample</li></p><p> <li>GL_EXT_framebuffer_object</li></p><p> <li>GL_EXTX_framebuffer_mixed_formats</li></p><p> <li>GL_EXT_framebuffer_sRGB</li></p><p> <li>GL_EXT_geometry_shader4</li></p><p> <li>GL_EXT_gpu_program_parameters</li></p><p> <li>GL_EXT_gpu_shader4</li></p><p> <li>GL_EXT_multi_draw_arrays</li></p><p> <li>GL_EXT_packed_depth_stencil</li></p><p> <li>GL_EXT_packed_float</li></p><p> <li>GL_EXT_packed_pixels</li></p><p> <li>GL_EXT_pixel_buffer_object</li></p><p> <li>GL_EXT_point_parameters</li></p><p> <li>GL_EXT_rescale_normal</li></p><p> <li>GL_EXT_secondary_color</li></p><p> <li>GL_EXT_separate_specular_color</li></p><p> <li>GL_EXT_shadow_funcs</li></p><p> <li>GL_EXT_stencil_two_side</li></p><p> <li>GL_EXT_stencil_wrap</li></p><p> <li>GL_EXT_texture3D</li></p><p> <li>GL_EXT_texture_array</li></p><p> <li>GL_EXT_texture_buffer_object</li></p><p> <li>GL_EXT_texture_compression_latc</li></p><p> <li>GL_EXT_texture_compression_rgtc</li></p><p> <li>GL_EXT_texture_compression_s3tc</li></p><p> <li>GL_EXT_texture_cube_map</li></p><p> <li>GL_EXT_texture_edge_clamp</li></p><p> <li>GL_EXT_texture_env_combine</li></p><p> <li>GL_EXT_texture_env_dot3</li></p><p> <li>GL_EXT_texture_filter_anisotropic</li></p><p> <li>GL_EXT_texture_integer</li></p><p> <li>GL_EXT_texture_lod</li></p><p> <li>GL_EXT_texture_lod_bias</li></p><p> <li>GL_EXT_texture_mirror_clamp</li></p><p> <li>GL_EXT_texture_object</li></p><p> <li>GL_EXT_texture_sRGB</li></p><p> <li>GL_EXT_texture_shared_exponent</li></p><p> <li>GL_EXT_timer_query</li></p><p> <li>GL_EXT_vertex_array</li></p><p> <li>GL_IBM_rasterpos_clip</li></p><p> <li>GL_IBM_texture_mirrored_repeat</li></p><p> <li>GL_KTX_buffer_region</li></p><p> <li>GL_NV_blend_square</li></p><p> <li>GL_NV_copy_depth_to_color</li></p><p> <li>GL_NV_depth_buffer_float</li></p><p> <li>GL_NV_conditional_render</li></p><p> <li>GL_NV_depth_clamp</li></p><p> <li>GL_NV_fence</li></p><p> <li>GL_NV_float_buffer</li></p><p> <li>GL_NV_fog_distance</li></p><p> <li>GL_NV_fragment_program</li></p><p> <li>GL_NV_fragment_program_option</li></p><p> <li>GL_NV_fragment_program2</li></p><p> <li>GL_NV_framebuffer_multisample_coverage</li></p><p> <li>GL_NV_geometry_shader4</li></p><p> <li>GL_NV_gpu_program4</li></p><p> <li>GL_NV_half_float</li></p><p> <li>GL_NV_light_max_exponent</li></p><p> <li>GL_NV_multisample_coverage</li></p><p> <li>GL_NV_multisample_filter_hint</li></p><p> <li>GL_NV_occlusion_query</li></p><p> <li>GL_NV_packed_depth_stencil</li></p><p> <li>GL_NV_parameter_buffer_object</li></p><p> <li>GL_NV_pixel_data_range</li></p><p> <li>GL_NV_point_sprite</li></p><p> <li>GL_NV_primitive_restart</li></p><p> <li>GL_NV_register_combiners</li></p><p> <li>GL_NV_register_combiners2</li></p><p> <li>GL_NV_texgen_reflection</li></p><p> <li>GL_NV_texture_compression_vtc</li></p><p> <li>GL_NV_texture_env_combine4</li></p><p> <li>GL_NV_texture_expand_normal</li></p><p> <li>GL_NV_texture_rectangle</li></p><p> <li>GL_NV_texture_shader</li></p><p> <li>GL_NV_texture_shader2</li></p><p> <li>GL_NV_texture_shader3</li></p><p> <li>GL_NV_transform_feedback</li></p><p> <li>GL_NV_vertex_array_range</li></p><p> <li>GL_NV_vertex_array_range2</li></p><p> <li>GL_NV_vertex_program</li></p><p> <li>GL_NV_vertex_program1_1</li></p><p> <li>GL_NV_vertex_program2</li></p><p> <li>GL_NV_vertex_program2_option</li></p><p> <li>GL_NV_vertex_program3</li></p><p> <li>GL_NVX_conditional_render</li></p><p> <li>GL_SGIS_generate_mipmap</li></p><p> <li>GL_SGIS_texture_lod</li></p><p> <li>GL_SGIX_depth_texture</li></p><p> <li>GL_SGIX_shadow</li></p><p> <li>GL_SUN_slice_accum</li></p><p> <li>GL_WIN_swap_hint</li></p><p> <li>WGL_EXT_swap_control</li></p><p> <li>WGL_ARB_buffer_region</li></p><p> <li>WGL_ARB_extensions_string</li></p><p> <li>WGL_ARB_make_current_read</li></p><p> <li>WGL_ARB_multisample</li></p><p> <li>WGL_ARB_pbuffer</li></p><p> <li>WGL_ARB_pixel_format</li></p><p> <li>WGL_ARB_pixel_format_float</li></p><p> <li>WGL_ARB_render_texture</li></p><p> <li>WGL_ATI_pixel_format_float</li></p><p> <li>WGL_EXT_extensions_string</li></p><p> <li>WGL_EXT_framebuffer_sRGB</li></p><p> <li>WGL_EXT_pixel_format_packed_float</li></p><p> <li>WGL_NV_float_buffer</li></p><p> <li>WGL_NV_multisample_coverage</li></p><p> <li>WGL_NV_render_depth_texture</li></p><p> <li>WGL_NV_render_texture_rectangle</li></p><p></p><p>===================================[ NVIDIA CUDA Capabilities ]</p><p>- CUDA Device 0</p><p> - Device name: G92-240</p><p> - Compute Capability: 1.1</p><p> - Total Memory: 511 Mb</p><p> - Shader Clock Rate: 1512 MHz</p><p> - Multiprocessors: 16</p><p> - Warp Size: 32</p><p> - Max Threads Per Block: 512</p><p> - Threads Per Block: 512 x 512 x 64</p><p> - Grid Size: 65535 x 65535 x 1</p><p> - Registers Per Block: 8192</p><p> - Texture Alignment: 256 byte</p><p> - Total Constant Memory: 64 Kb</p><p></p><p>- NVIDIA OGL_ThreadControl: Auto-Select</p></blockquote><p></p>
[QUOTE="dinukap4, post: 4936011, member: 88060"] C THIS ===================================[ Graphics Adapter / GPU ] - OpenGL Renderer: G92-240/PCI/SSE2 - Drivers Renderer: NVIDIA GeForce 9800 GTX - DB Renderer: NVIDIA G92-240 - Device Description: NVIDIA GeForce 9800 GTX - Adapter String: G92-240 - Vendor: NVIDIA Corporation - Vendor ID: 0x10DE - Device ID: 0x0607 - Drivers Version: Forceware 6.14.11.7824 (10-7-2008) - GPU Codename: G92 - GPU Unified Shader Processors: 128 - GPU Vertex Shader Processors: 0 - GPU Pixel Shader Processors: 0 - Video Memory Size: 512 Mb - BIOS String: 62.92.24.00.01 - Current Display Mode: 1024x768 @ 60 Hz - 32 bpp ===================================[ OpenGL GPU Capabilities ] - OpenGL Version: 2.1.2 - GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler - ARB Texture Units: 4 - Vertex Shader Texture Units: 32 - Pixel Shader Texture Units: 32 - Geometry Shader Texture Units: 32 - Max Texture Size: 8192x8192 - Max Anisotropic Filtering Value: X16.0 - Max Point Sprite Size: 63.4 - Max Dynamic Lights: 8 - Max Viewport Size: 8192x8192 - Max Vertex Uniform Components: 4096 - Max Fragment Uniform Components: 2048 - Max Geometry Uniform Components: 2048 - Max Varying Float: 60 - Max Vertex Bindable Uniforms: 12 - Max Fragment Bindable Uniforms: 12 - Max Geometry Bindable Uniforms: 12 - Frame Buffer Objects (FBO) Support:[yes] - Multiple Render Targets / Max draw buffers: 8 - Pixel Buffer Objects (PBO) Support:[yes] - S3TC Texture Compression Support:[yes] - ATI 3Dc Texture Compression Support:[no] - Texture Rectangle Support:[yes] - Floating Point Textures Support:[yes] - MSAA: 2X - MSAA: 4X - MSAA: 8X - MSAA: 16X - MSAA: 32X - OpenGL Extensions: 161 extensions <li>GL_ARB_color_buffer_float</li> <li>GL_ARB_depth_texture</li> <li>GL_ARB_draw_buffers</li> <li>GL_ARB_fragment_program</li> <li>GL_ARB_fragment_program_shadow</li> <li>GL_ARB_fragment_shader</li> <li>GL_ARB_half_float_pixel</li> <li>GL_ARB_imaging</li> <li>GL_ARB_multisample</li> <li>GL_ARB_multitexture</li> <li>GL_ARB_occlusion_query</li> <li>GL_ARB_pixel_buffer_object</li> <li>GL_ARB_point_parameters</li> <li>GL_ARB_point_sprite</li> <li>GL_ARB_shadow</li> <li>GL_ARB_shader_objects</li> <li>GL_ARB_shading_language_100</li> <li>GL_ARB_texture_border_clamp</li> <li>GL_ARB_texture_compression</li> <li>GL_ARB_texture_cube_map</li> <li>GL_ARB_texture_env_add</li> <li>GL_ARB_texture_env_combine</li> <li>GL_ARB_texture_env_dot3</li> <li>GL_ARB_texture_float</li> <li>GL_ARB_texture_mirrored_repeat</li> <li>GL_ARB_texture_non_power_of_two</li> <li>GL_ARB_texture_rectangle</li> <li>GL_ARB_transpose_matrix</li> <li>GL_ARB_vertex_buffer_object</li> <li>GL_ARB_vertex_program</li> <li>GL_ARB_vertex_shader</li> <li>GL_ARB_window_pos</li> <li>GL_ATI_draw_buffers</li> <li>GL_ATI_texture_float</li> <li>GL_ATI_texture_mirror_once</li> <li>GL_S3_s3tc</li> <li>GL_EXT_texture_env_add</li> <li>GL_EXT_abgr</li> <li>GL_EXT_bgra</li> <li>GL_EXT_blend_color</li> <li>GL_EXT_blend_equation_separate</li> <li>GL_EXT_blend_func_separate</li> <li>GL_EXT_blend_minmax</li> <li>GL_EXT_blend_subtract</li> <li>GL_EXT_compiled_vertex_array</li> <li>GL_EXT_Cg_shader</li> <li>GL_EXT_bindable_uniform</li> <li>GL_EXT_depth_bounds_test</li> <li>GL_EXT_draw_buffers2</li> <li>GL_EXT_draw_instanced</li> <li>GL_EXT_draw_range_elements</li> <li>GL_EXT_fog_coord</li> <li>GL_EXT_framebuffer_blit</li> <li>GL_EXT_framebuffer_multisample</li> <li>GL_EXT_framebuffer_object</li> <li>GL_EXTX_framebuffer_mixed_formats</li> <li>GL_EXT_framebuffer_sRGB</li> <li>GL_EXT_geometry_shader4</li> <li>GL_EXT_gpu_program_parameters</li> <li>GL_EXT_gpu_shader4</li> <li>GL_EXT_multi_draw_arrays</li> <li>GL_EXT_packed_depth_stencil</li> <li>GL_EXT_packed_float</li> <li>GL_EXT_packed_pixels</li> <li>GL_EXT_pixel_buffer_object</li> <li>GL_EXT_point_parameters</li> <li>GL_EXT_rescale_normal</li> <li>GL_EXT_secondary_color</li> <li>GL_EXT_separate_specular_color</li> <li>GL_EXT_shadow_funcs</li> <li>GL_EXT_stencil_two_side</li> <li>GL_EXT_stencil_wrap</li> <li>GL_EXT_texture3D</li> <li>GL_EXT_texture_array</li> <li>GL_EXT_texture_buffer_object</li> <li>GL_EXT_texture_compression_latc</li> <li>GL_EXT_texture_compression_rgtc</li> <li>GL_EXT_texture_compression_s3tc</li> <li>GL_EXT_texture_cube_map</li> <li>GL_EXT_texture_edge_clamp</li> <li>GL_EXT_texture_env_combine</li> <li>GL_EXT_texture_env_dot3</li> <li>GL_EXT_texture_filter_anisotropic</li> <li>GL_EXT_texture_integer</li> <li>GL_EXT_texture_lod</li> <li>GL_EXT_texture_lod_bias</li> <li>GL_EXT_texture_mirror_clamp</li> <li>GL_EXT_texture_object</li> <li>GL_EXT_texture_sRGB</li> <li>GL_EXT_texture_shared_exponent</li> <li>GL_EXT_timer_query</li> <li>GL_EXT_vertex_array</li> <li>GL_IBM_rasterpos_clip</li> <li>GL_IBM_texture_mirrored_repeat</li> <li>GL_KTX_buffer_region</li> <li>GL_NV_blend_square</li> <li>GL_NV_copy_depth_to_color</li> <li>GL_NV_depth_buffer_float</li> <li>GL_NV_conditional_render</li> <li>GL_NV_depth_clamp</li> <li>GL_NV_fence</li> <li>GL_NV_float_buffer</li> <li>GL_NV_fog_distance</li> <li>GL_NV_fragment_program</li> <li>GL_NV_fragment_program_option</li> <li>GL_NV_fragment_program2</li> <li>GL_NV_framebuffer_multisample_coverage</li> <li>GL_NV_geometry_shader4</li> <li>GL_NV_gpu_program4</li> <li>GL_NV_half_float</li> <li>GL_NV_light_max_exponent</li> <li>GL_NV_multisample_coverage</li> <li>GL_NV_multisample_filter_hint</li> <li>GL_NV_occlusion_query</li> <li>GL_NV_packed_depth_stencil</li> <li>GL_NV_parameter_buffer_object</li> <li>GL_NV_pixel_data_range</li> <li>GL_NV_point_sprite</li> <li>GL_NV_primitive_restart</li> <li>GL_NV_register_combiners</li> <li>GL_NV_register_combiners2</li> <li>GL_NV_texgen_reflection</li> <li>GL_NV_texture_compression_vtc</li> <li>GL_NV_texture_env_combine4</li> <li>GL_NV_texture_expand_normal</li> <li>GL_NV_texture_rectangle</li> <li>GL_NV_texture_shader</li> <li>GL_NV_texture_shader2</li> <li>GL_NV_texture_shader3</li> <li>GL_NV_transform_feedback</li> <li>GL_NV_vertex_array_range</li> <li>GL_NV_vertex_array_range2</li> <li>GL_NV_vertex_program</li> <li>GL_NV_vertex_program1_1</li> <li>GL_NV_vertex_program2</li> <li>GL_NV_vertex_program2_option</li> <li>GL_NV_vertex_program3</li> <li>GL_NVX_conditional_render</li> <li>GL_SGIS_generate_mipmap</li> <li>GL_SGIS_texture_lod</li> <li>GL_SGIX_depth_texture</li> <li>GL_SGIX_shadow</li> <li>GL_SUN_slice_accum</li> <li>GL_WIN_swap_hint</li> <li>WGL_EXT_swap_control</li> <li>WGL_ARB_buffer_region</li> <li>WGL_ARB_extensions_string</li> <li>WGL_ARB_make_current_read</li> <li>WGL_ARB_multisample</li> <li>WGL_ARB_pbuffer</li> <li>WGL_ARB_pixel_format</li> <li>WGL_ARB_pixel_format_float</li> <li>WGL_ARB_render_texture</li> <li>WGL_ATI_pixel_format_float</li> <li>WGL_EXT_extensions_string</li> <li>WGL_EXT_framebuffer_sRGB</li> <li>WGL_EXT_pixel_format_packed_float</li> <li>WGL_NV_float_buffer</li> <li>WGL_NV_multisample_coverage</li> <li>WGL_NV_render_depth_texture</li> <li>WGL_NV_render_texture_rectangle</li> ===================================[ NVIDIA CUDA Capabilities ] - CUDA Device 0 - Device name: G92-240 - Compute Capability: 1.1 - Total Memory: 511 Mb - Shader Clock Rate: 1512 MHz - Multiprocessors: 16 - Warp Size: 32 - Max Threads Per Block: 512 - Threads Per Block: 512 x 512 x 64 - Grid Size: 65535 x 65535 x 1 - Registers Per Block: 8192 - Texture Alignment: 256 byte - Total Constant Memory: 64 Kb - NVIDIA OGL_ThreadControl: Auto-Select [/QUOTE]
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