- #Directx11.1 and opengl 4.4 drivers#
- #Directx11.1 and opengl 4.4 driver#
- #Directx11.1 and opengl 4.4 android#
If the platform doesn’t support a specific version of OpenGL ES, Unity will fallback to a supported version. -force-glesXY: XY can be 20, 30, 31 or 31aep each number representing a specific version of OpenGL ES.With this argument, Unity will detect all the features the platform support to run with the best OpenGL ES version possible and all available OpenGL ES extensions -force-gles: To use the new OpenGL back-end in OpenGL ES mode.
#Directx11.1 and opengl 4.4 drivers#
OpenGL ES graphics API is available on Windows machines with Intel or NVIDIA GPUs with drivers supporting OpenGL ES. Native OpenGL ES on desktop command line arguments
#Directx11.1 and opengl 4.4 driver#
This is an approach to test if an issue is platform specific (a driver bug for example). -force-clamped: Request that Unity doesn’t use OpenGL extensions which guarantees that multiple platforms will execute the same code path.
![directx11.1 and opengl 4.4 directx11.1 and opengl 4.4](http://www.ozone3d.net/public/jegx/201403/intel-v3496-glslhacker-opengl-viewer.jpg)
If the platform doesn’t support a specific version of OpenGL, Unity will fallback to a supported version
#Directx11.1 and opengl 4.4 android#
![directx11.1 and opengl 4.4 directx11.1 and opengl 4.4](https://apitrace.github.io/images/screenshots/replay.png)
When using the existing #pragma targets, they map to following GL levels: Indirect draw (Graphics.DrawProcedural and Graphics.DrawProceduralIndirect).Compute shaders (as well as ComputeBuffers and “random write” render textures).The new OpenGL back-end introduces many new features (previously mostly DX11/GLES3 only): This target level requires at least OpenGL 4.1 or DirectX 11.0 Shader Level 5 on desktop, or OpenGL ES 3.1 + Android Extension Pack on mobiles.
![directx11.1 and opengl 4.4 directx11.1 and opengl 4.4](http://www.ozone3d.net/public/jegx/201512/direct3d12_vs_opengl_geexlab_benchmark_results.png)
Therefore a new shader target level is introduced: #pragma target gl4.1. This means that all shaders that are configured to target Shader Level 5.0 (with #pragma target 50) will fail to load on OS X.
![directx11.1 and opengl 4.4 directx11.1 and opengl 4.4](https://images.farnet.io/2014/08/Volantis-CPU-Z.jpg)
However, as Apple restricts the OpenGL version on OS X desktop to 4.1 at most, it does not support all DirectX 11 features (such as Unordered Access Views or Compute Shaders). MacOSX OpenGL driver limitationsĪs a new feature, the OS X Editor and Standalone now support the new OpenGL backend, which enables the use of OpenGL 3.x and 4.x features such as tessellation and geometry shaders. The new OpenGL Core is used by default on MacOSX and Linux. This scales from OpenGL 3.2 to OpenGL 4.5 depending on the OpenGL driver support. OpenGL Core is the new back-end capable of supporting the latest OpenGL features on Windows, MacOS X and Linux.