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		<id>https://wiki.vega-strike.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Database%3AGPUs%3AnVidia%3AGF9800GT</id>
		<title>Database:GPUs:nVidia:GF9800GT - Revision history</title>
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		<updated>2026-05-13T16:00:04Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17713&amp;oldid=prev</id>
		<title>Klauss: /* Specs at a glance */ standardized specs at a glance</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17713&amp;oldid=prev"/>
				<updated>2010-08-28T18:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Specs at a glance: &lt;/span&gt; standardized specs at a glance&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:36, 28 August 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot; &gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Unified shaders&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Unified shaders&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;SM &lt;/del&gt;4.0&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Vertex Shaders &lt;/ins&gt;4.0&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Pixel Shaders 4.0&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Supports NPOT textures&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== glxinfo == &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== glxinfo == &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17712&amp;oldid=prev</id>
		<title>Klauss: GF9800GT details</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17712&amp;oldid=prev"/>
				<updated>2010-08-28T18:29:21Z</updated>
		
		<summary type="html">&lt;p&gt;GF9800GT 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;
The GeForce 9800GT is a GPU of similar features than that of the GF8 line, simply with superior performance.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Unified shaders&lt;br /&gt;
* SM 4.0&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_ARB_multisample, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB&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_EXT_swap_control, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, 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_copy_image, GLX_NV_multisample_coverage, &lt;br /&gt;
    GLX_NV_video_capture&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_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_ARB_multisample, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, &lt;br /&gt;
    GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 9800 GT/PCI/SSE2&lt;br /&gt;
OpenGL version string: 3.3.0 NVIDIA 256.35&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, &lt;br /&gt;
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, &lt;br /&gt;
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, &lt;br /&gt;
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, &lt;br /&gt;
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, &lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, &lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_framebuffer_object, &lt;br /&gt;
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_half_float_pixel, &lt;br /&gt;
    GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays, &lt;br /&gt;
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture, &lt;br /&gt;
    GL_ARB_occlusion_query, GL_ARB_occlusion_query2, &lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, &lt;br /&gt;
    GL_ARB_provoking_vertex, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, &lt;br /&gt;
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, &lt;br /&gt;
    GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync, &lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, &lt;br /&gt;
    GL_ARB_texture_compression, GL_ARB_texture_compression_rgtc, &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_crossbar, &lt;br /&gt;
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, &lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, &lt;br /&gt;
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, &lt;br /&gt;
    GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_swizzle, &lt;br /&gt;
    GL_ARB_timer_query, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, &lt;br /&gt;
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, &lt;br /&gt;
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, &lt;br /&gt;
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, GL_ATI_draw_buffers, &lt;br /&gt;
    GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_S3_s3tc, &lt;br /&gt;
    GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, &lt;br /&gt;
    GL_EXT_bindable_uniform, GL_EXT_blend_color, &lt;br /&gt;
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, &lt;br /&gt;
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, &lt;br /&gt;
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, &lt;br /&gt;
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, &lt;br /&gt;
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, &lt;br /&gt;
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, &lt;br /&gt;
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, &lt;br /&gt;
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, &lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, &lt;br /&gt;
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, &lt;br /&gt;
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, &lt;br /&gt;
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, &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_array, GL_EXT_texture_buffer_object, &lt;br /&gt;
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, &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_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, &lt;br /&gt;
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, &lt;br /&gt;
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, &lt;br /&gt;
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_vertex_array, &lt;br /&gt;
    GL_EXT_vertex_array_bgra, GL_IBM_rasterpos_clip, &lt;br /&gt;
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, &lt;br /&gt;
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, &lt;br /&gt;
    GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_explicit_multisample, &lt;br /&gt;
    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_geometry_shader4, GL_NV_gpu_program4, GL_NV_half_float, &lt;br /&gt;
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, &lt;br /&gt;
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, &lt;br /&gt;
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, &lt;br /&gt;
    GL_NV_parameter_buffer_object2, 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_shader_buffer_load, &lt;br /&gt;
    GL_NV_texgen_reflection, GL_NV_texture_barrier, &lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, &lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_multisample, &lt;br /&gt;
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2, &lt;br /&gt;
    GL_NV_texture_shader3, GL_NV_transform_feedback, GL_NV_vdpau_interop, &lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, &lt;br /&gt;
    GL_NV_vertex_buffer_unified_memory, 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_NVX_gpu_memory_info, &lt;br /&gt;
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, &lt;br /&gt;
    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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