Re: Choice of OpenGL version for new application?

Matthew Brett <[email protected]>
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAH6Pt5r6OL9AzKuHoNFWSG6bTZy0JWFAbYO4Qw6A+1WAcrV=jg@mail.gmail.com>
Hi,

On Tue, Feb 7, 2012 at 8:11 PM, Mike C. Fletcher <[email protected]> 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

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