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OpenGL and hybrid-graphic problem
Francytopo Offline
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Posts: 6
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Joined: Oct 2011
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#1
Solved: 8 Years, 3 Months, 1 Week ago OpenGL and hybrid-graphic problem

Hi all,

Some months ago I bought an ASUS K53SV with Intel HD 3000 and Nvidia GT 540M graphics. While I was testing Penumbra games on it, I found out they were using the integrated card; I promptly added the .exe files in the Nvidia CP whitelist but video settings didn't change, just like the games kept running on the Intel graphic.

An excerpt from hpl.log:
Initializing Graphics Module
--------------------------------------------------------
Init low level graphics
Setting video mode: 800 x 600 - 32 bpp (for the record, the Intel graphic uses a stable 1366x768 res, but due to in-game unavailability it defaults to the lowest. However, here the Nvidia adapter is selected, which should use instead a 1280x720 res)
Init Glee...OK
Setting up OpenGL
  Max texture image units: 32
  Max texture coord units: 8
  Two sided stencil: 1
  Vertex Buffer Object: 1
  Anisotropic filtering: 1
  Max Anisotropic degree: 16
  Multisampling: 1
  Vertex Program: 1
  Fragment Program: 1
  NV Register Combiners: 1
  NV Register Combiners Stages: 8
  ATI Fragment Shader: 0
Creating graphic systems
  Creating Renderer2D
  Renderer2D created
  Creating Renderer3D
   Load Renderer3D gpu programs:
    Extrude
CG: 'ShadowExtrude_vp.cg' using profile: 'vp40'
CG: 'ShadowExtrude_fp.cg' using profile: 'fp40'
    Diffuse Vertex
CG: 'Diffuse_Color_vp.cg' using profile: 'vp40'
    Diffuse Fragment
CG: 'Diffuse_Color_fp.cg' using profile: 'fp40'
    Fog
CG: 'Fog_Solid_vp.cg' using profile: 'vp40'
CG: 'Fog_Solid_fp.cg' using profile: 'fp40'
   Creating fog textures: Solid Additive Alpha
CG: 'refract_vp.cg' using profile: 'vp40'
CG: 'refract_fp.cg' using profile: 'fp40'
CG: 'refract_special_fp.cg' using profile: 'fp40'
   init sky box
  Renderer3D created
Creating screen buffers size 800.000000 : 600.000000
Creating programs
CG: 'PostEffect_Blur_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Blur_Rect_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Blur_2D_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Bloom_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Bloom_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Motion_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Motion_fp.cg' using profile: 'fp40'
CG: 'PostEffect_DoF_vp.cg' using profile: 'vp40'
CG: 'PostEffect_DoF_fp.cg' using profile: 'fp40'
  RendererPostEffects created

Actually, I figured out the problem has to be addressed to OpenGL, which uses the integrated card and makes the games to detect it, even if the preferred graphic is selected as Nvidia. I downloaded the GLEW, that comes out with this:

An excerpt from visualinfo:
OpenGL vendor string: Intel
OpenGL renderer string: Intel(R) HD Graphics Family
OpenGL version string: 3.1.0 - Build 8.15.10.2509

My question is: is there a way to change the OpenGL graphic renderer to Nvidia?? I've Windows 7 x64 and the latest drivers for both graphics. Thanks in advance.

(This post was last modified: 10-21-2011, 03:24 PM by Francytopo.)
10-21-2011, 03:14 PM
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OpenGL and hybrid-graphic problem - by Francytopo - 10-21-2011, 03:14 PM



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