This is an useless test, but I had the oppotunity to quickly test the latest R270.51 with a GeForce 6 card (AGP) in order to verify if latest NV drivers still support older cards:
This driver package supports GeForce 6, 7, 8, 9, 100, 200, 300, 400, and 500-series desktop GPUs as well as ION desktop GPUs.
I tested R270.51 with a GeForce 6800 GT under WinXP 32-bit:
I used the following tools: GPU Caps Viewer 1.11.1, GPU Shark 0.4.4 and FurMark (1.9.0 and 1.8.2).
I successfully ran FurMark and here are the scores (1920×1080, fullscreen, 60 sec, no AA):
– FurMark 1.8.2: 363 points (6 FPS)
– FurMark 1.9.0: 81 points (1 FPS)
The verdict: the latest NVIDIA graphics driver (270 family) still support older GeForce 6. Keep in mind that GeForce 6 and GeForce 7 are non-unified architectures: there are specialized processors for vertex and pixels while GeForce 8 and up are based on unified architecture.
And to end up this post, here are the extensions exposed by R270.51 for a GeForce 6: 191 extensions (GL=175 and WGL=16)
- GL_ARB_color_buffer_float
- GL_ARB_copy_buffer
- GL_ARB_depth_clamp
- GL_ARB_depth_texture
- GL_ARB_draw_buffers
- GL_ARB_ES2_compatibility
- GL_ARB_explicit_attrib_location
- GL_ARB_fragment_program
- GL_ARB_fragment_program_shadow
- GL_ARB_fragment_shader
- GL_ARB_framebuffer_object
- GL_ARB_half_float_pixel
- GL_ARB_half_float_vertex
- GL_ARB_imaging
- GL_ARB_map_buffer_range
- GL_ARB_multisample
- GL_ARB_multitexture
- GL_ARB_occlusion_query
- GL_ARB_occlusion_query2
- GL_ARB_pixel_buffer_object
- GL_ARB_point_parameters
- GL_ARB_point_sprite
- GL_ARB_provoking_vertex
- GL_ARB_robustness
- GL_ARB_sampler_objects
- GL_ARB_separate_shader_objects
- GL_ARB_shader_objects
- GL_ARB_shading_language_100
- GL_ARB_shading_language_include
- GL_ARB_shadow
- GL_ARB_texture_border_clamp
- GL_ARB_texture_compression
- GL_ARB_texture_cube_map
- GL_ARB_texture_env_add
- GL_ARB_texture_env_combine
- GL_ARB_texture_env_crossbar
- GL_ARB_texture_env_dot3
- GL_ARB_texture_float
- GL_ARB_texture_mirrored_repeat
- GL_ARB_texture_non_power_of_two
- GL_ARB_texture_rectangle
- GL_ARB_texture_rg
- GL_ARB_texture_swizzle
- GL_ARB_timer_query
- GL_ARB_transpose_matrix
- GL_ARB_vertex_array_bgra
- GL_ARB_vertex_array_object
- GL_ARB_vertex_buffer_object
- GL_ARB_vertex_program
- GL_ARB_vertex_shader
- GL_ARB_window_pos
- GL_ATI_draw_buffers
- GL_ATI_texture_float
- GL_ATI_texture_mirror_once
- GL_S3_s3tc
- GL_EXT_texture_env_add
- GL_EXT_abgr
- GL_EXT_bgra
- GL_EXT_blend_color
- GL_EXT_blend_equation_separate
- GL_EXT_blend_func_separate
- GL_EXT_blend_minmax
- GL_EXT_blend_subtract
- GL_EXT_compiled_vertex_array
- GL_EXT_Cg_shader
- GL_EXT_depth_bounds_test
- GL_EXT_direct_state_access
- GL_EXT_draw_range_elements
- GL_EXT_fog_coord
- GL_EXT_framebuffer_blit
- GL_EXT_framebuffer_multisample
- GL_EXT_framebuffer_object
- GL_EXT_gpu_program_parameters
- GL_EXT_multi_draw_arrays
- GL_EXT_packed_depth_stencil
- GL_EXT_packed_pixels
- GL_EXT_pixel_buffer_object
- GL_EXT_point_parameters
- GL_EXT_provoking_vertex
- GL_EXT_rescale_normal
- GL_EXT_secondary_color
- GL_EXT_separate_shader_objects
- GL_EXT_separate_specular_color
- GL_EXT_shadow_funcs
- GL_EXT_stencil_two_side
- GL_EXT_stencil_wrap
- GL_EXT_texture3D
- GL_EXT_texture_compression_dxt1
- GL_EXT_texture_compression_s3tc
- GL_EXT_texture_cube_map
- GL_EXT_texture_edge_clamp
- GL_EXT_texture_env_combine
- GL_EXT_texture_env_dot3
- GL_EXT_texture_filter_anisotropic
- GL_EXT_texture_format_BGRA8888
- GL_EXT_texture_lod
- GL_EXT_texture_lod_bias
- GL_EXT_texture_mirror_clamp
- GL_EXT_texture_object
- GL_EXT_texture_sRGB
- GL_EXT_texture_swizzle
- GL_EXT_timer_query
- GL_EXT_vertex_array
- GL_EXT_vertex_array_bgra
- GL_IBM_rasterpos_clip
- GL_IBM_texture_mirrored_repeat
- GL_KTX_buffer_region
- GL_NV_alpha_test
- GL_NV_blend_minmax
- GL_NV_blend_square
- GL_NV_complex_primitives
- GL_NV_copy_depth_to_color
- GL_NV_depth_clamp
- GL_NV_fbo_color_attachments
- GL_NV_fence
- GL_NV_float_buffer
- GL_NV_fog_distance
- GL_NV_fragdepth
- GL_NV_fragment_program
- GL_NV_fragment_program_option
- GL_NV_fragment_program2
- GL_NV_framebuffer_multisample_coverage
- GL_NV_half_float
- GL_NV_light_max_exponent
- GL_NV_multisample_filter_hint
- GL_NV_occlusion_query
- GL_NV_packed_depth_stencil
- GL_NV_pixel_data_range
- GL_NV_point_sprite
- GL_NV_primitive_restart
- GL_NV_register_combiners
- GL_NV_register_combiners2
- GL_NV_texgen_reflection
- GL_NV_texture_barrier
- GL_NV_texture_compression_vtc
- GL_NV_texture_env_combine4
- GL_NV_texture_expand_normal
- GL_NV_texture_lod_clamp
- GL_NV_texture_rectangle
- GL_NV_texture_shader
- GL_NV_texture_shader2
- GL_NV_texture_shader3
- GL_NV_vertex_array_range
- GL_NV_vertex_array_range2
- GL_NV_vertex_program
- GL_NV_vertex_program1_1
- GL_NV_vertex_program2
- GL_NV_vertex_program2_option
- GL_NV_vertex_program3
- GL_NVX_conditional_render
- GL_OES_depth24
- GL_OES_depth32
- GL_OES_depth_texture
- GL_OES_element_index_uint
- GL_OES_fbo_render_mipmap
- GL_OES_get_program_binary
- GL_OES_mapbuffer
- GL_OES_packed_depth_stencil
- GL_OES_rgb8_rgba8
- GL_OES_standard_derivatives
- GL_OES_texture_3D
- GL_OES_texture_float
- GL_OES_texture_float_linear
- GL_OES_texture_half_float
- GL_OES_texture_half_float_linear
- GL_OES_texture_npot
- GL_OES_vertex_array_object
- GL_OES_vertex_half_float
- GL_SGIS_generate_mipmap
- GL_SGIS_texture_lod
- GL_SGIX_depth_texture
- GL_SGIX_shadow
- GL_SUN_slice_accum
- GL_WIN_swap_hint
- WGL_EXT_swap_control
- WGL_ARB_buffer_region
- WGL_ARB_create_context
- WGL_ARB_create_context_profile
- WGL_ARB_create_context_robustness
- WGL_ARB_extensions_string
- WGL_ARB_make_current_read
- WGL_ARB_multisample
- WGL_ARB_pbuffer
- WGL_ARB_pixel_format
- WGL_ARB_pixel_format_float
- WGL_ARB_render_texture
- WGL_ATI_pixel_format_float
- WGL_EXT_extensions_string
- WGL_NV_float_buffer
- WGL_NV_render_depth_texture
- WGL_NV_render_texture_rectangle
Ah the 6800GT. Could play Half Life 2 at 1600X1200@60fps in 2004 and the retarded game consoles have taken resolutions back to 1280X720 and the framerate to 30fps! Ok different load but still, Jesus Christ!
This is one Reason i trust Nvidia .. They still support there products even it is 5 years old ..
@Arun – tell it to those who receive bsod or 4bit color when updating forceware on eg. GF7600GS. One thing for which it is worth a try is:
GL_ARB_ES2_compatibility
Thanks for testing 😉
“Keep in mind that GeForce 6 and GeForce 7 are non-unified architectures: there are specialized processors for vertex and pixels while GeForce 8 and up are based on unified architecture.”
LOL it was not so long ago, we remember 😛
They really should dump the AGP support, because of it we aren’t getting optimal instruction optimisations.