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		<title>Database:GPUs:nVidia:GF6150SE - Revision history</title>
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		<title>Klauss: GF6150SE details</title>
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				<updated>2010-08-28T18:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;GF6150SE details&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
This GPU is an onboard embedded GPU on the nForce 430 chipset.&lt;br /&gt;
&lt;br /&gt;
Detailled specs for the GeForce 6 series can be found [http://www.nvidia.com/object/geforce6_techspecs.html here].&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Vertex Shaders 3.0&lt;br /&gt;
* Pixel Shaders 3.0&lt;br /&gt;
* Maximum of 16 textures per pass&lt;br /&gt;
* Support for NPOT textures&lt;br /&gt;
* DXT compression&lt;br /&gt;
&lt;br /&gt;
== glxinfo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
display: :0 screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW!&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 185.18.29&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

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