glCapsViewer

Hardware capability viewer 

The “OpenGL hardware capability viewer” (short “glCapsViewer) a multi-platform client-side application that reads out all important hardware capabilities of the current OpenGL-implementation present on your system (currently up to OpenGL 4.5), that can then be uploaded to a public database, serving serves as a tool for OpenGL developers.

Something that every OpenGL developers will face at some point during development.

Database

Along with the client-side application, there is also an online database containing all OpenGL hardware reports uploaded by users of this application.

The database itself allows for advanced searches (extensions, compressed texture formats, capabilities), and can compare different device reports, so you can e.g. check what has changed between two driver versions or how two graphics cards differ in terms of their OpenGL implementation.

You can access the database through this link.

Screenshots

2015-03-02 19_16_50-glcapsviewer 10_012015-03-02 19_16_50-glcapsviewer 10_022015-03-02 19_16_50-glcapsviewer 10_03
Downloads

Current version

The glCapsViewer has recently been ported over to C++ to target a broader audience, since this is my first multi-platform C++ project there are (currently) only binaries for windows, with binaries for Linux and Mac OSX to follow (though you can compile them yourself).

Source code

The C++ port has been open sourced, the sources are available via gitHub. The sources should compile on Windows, Linux and Mac OSX, using CMake for generating project files.

Archived

The following version (written with Pascal/Delphi) are not longer supported, please refrain from using them if there’s a newer binary for your platform

Version history

Version 1.0 (alpha)
– First public release of the multi-platform C++ port
– Lots of new capabilities, compressed texture formats, etc.
– Existing reports can be updated with missing informations

Version 0.7a
– (Windows only) Updated OS-detection with support for Windows 8Version 0.7
– Support for proxy settings added (Note : Don’t store proxy passwords on public computers!)Version 0.6
– First release with Mac OSX support (thanks to damadmax for the port!)
Version 0.5
– GPU capability database now based on a real SQL database with lots of new online functionality (statistics, comparing several reports, etc.)
– Changed initial position to screen center instead of desktop center
– Changed file format, extensions are now put into single node

Version 0.4a (Win32 only)
– Changed the way of getting operating system name from WMI to plain registry key readout. WMI caused problems for users of some older operating systems.

Version 0.4
– Ported to Lazarus/FPC for cross-plattform purposes
– First release with linux port
– Minor changes (reports are now stored with OS tag, etc.)

Version 0.3a
– New prompt for submitter name/nick before uploading reports that is stored with the report and also displayd (can be left blank)
– Changed automatic generation of file names, now stores renderer name AND version for allowing multiple renderer reports in database
– Already existing reports for same renderer and version won’t be overwritten

Version 0.2
– Online capabilities database first implementation
– Uploading reports now possible (no checks for duplicates, etc. yet)
– Button for opening the online capabilities report listing
– Minor changes to the XML file format

Version 0.1
– First more or less public release. Basic functionality, no online stuff yet.

13 thoughts on “glCapsViewer

  1. Hi!

    Great tool, was waiting for something like this.
    Little request if possible. Can you add support to query multiple devices. I have several different video cards in my primary dev machine, but it only finds the primary device. Would be nice if it found and queried all of them.

    Thank you.

    1. Actually I didn’t realize that it’s possible to have different cards in a single system (aside from SLI/Crossfire). I’ll have to take a look at how to select between them so I can implement taht feature.

  2. Us there also a 64-bit version for GNU/Linux? Or at least some source code so I can compile it myself?

    1. Not yet, but since I’m doing the Linux builds on a virtual machine it should be no problem setting up a 64-Bit Linux to create a 64-Bit version, though I can’t give you a date on that yet.

  3. I tried to run the Mac version, but it just crashes immediately on startup.

    MacBook Air, Core 2 Duo 1.6 GHz, 2GB RAM, GeForce 9400M, Mac OSX 10.5.8.

  4. first of all, nice tool, thanks for that.

    have you considered making it opensource? (zlib, mit, (l)gpl)
    then i could build it for you on linux 64bit/32bit, or someone else.

    apart from that, there is a similar effort there:
    http://feedback.wildfiregames.com/report/opengl/

    its bound to 0 a.d. (a foss game) but the database is already quite impressive, 4686 reports so far.
    maybe you could get some ideas from that, since the source is open.

    greets

  5. It is quite useful but i have one question on this is that now it is worthy for us as Google update its algorithm which is called Penguin update.Brain recently posted..HTML5-Something About The Latest Tags

    1. That’s because it won’t check against the driver versions. It only checks against GL_RENDERER, GL- and GLSL-Version. So if the vendor (like NVidia usually does) doesn’t include the driver version in the GL_RENDERER string the report will be dropped as a duplicate.

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