@Keviny
No caso, normalmente eu forço a utilização do Vulkan nos jogos, nunca tentei forçar OpenGL. Vou testar isso.
Sobre os comandos, vamos lá:
vulkaninfo:
==========
VULKANINFO
Vulkan Instance Version: 1.1.101
INTEL-MESA: warning: …/src/intel/vulkan/anv_device.c:1250: FINISHME: Implement pop-free point clipping
Instance Extensions:
Instance Extensions count = 17
VK_EXT_acquire_xlib_display : extension revision 1
VK_EXT_debug_report : extension revision 8
VK_EXT_debug_utils : extension revision 1
VK_EXT_direct_mode_display : extension revision 1
VK_EXT_display_surface_counter : extension revision 1
VK_KHR_device_group_creation : extension revision 1
VK_KHR_display : extension revision 23
VK_KHR_external_fence_capabilities : extension revision 1
VK_KHR_external_memory_capabilities : extension revision 1
VK_KHR_external_semaphore_capabilities: extension revision 1
VK_KHR_get_display_properties2 : extension revision 1
VK_KHR_get_physical_device_properties2: extension revision 1
VK_KHR_get_surface_capabilities2 : extension revision 1
VK_KHR_surface : extension revision 25
VK_KHR_wayland_surface : extension revision 6
VK_KHR_xcb_surface : extension revision 6
VK_KHR_xlib_surface : extension revision 6
Layers: count = 5
VK_LAYER_LUNARG_standard_validation (LunarG Standard Validation Layer) Vulkan version 1.0.101, layer version 1
Layer Extensions count = 0
Devices count = 2
GPU id : 0 (GeForce GTX 1050)
Layer-Device Extensions count = 0
GPU id : 1 (Intel® HD Graphics 630 (Kaby Lake GT2))
Layer-Device Extensions count = 0
VK_LAYER_VALVE_steam_fossilize_32 (Steam Pipeline Caching Layer) Vulkan version 1.1.73, layer version 1
Layer Extensions count = 0
Devices count = 2
GPU id : 0 (GeForce GTX 1050)
Layer-Device Extensions count = 0
GPU id : 1 (Intel® HD Graphics 630 (Kaby Lake GT2))
Layer-Device Extensions count = 0
VK_LAYER_VALVE_steam_fossilize_64 (Steam Pipeline Caching Layer) Vulkan version 1.1.73, layer version 1
Layer Extensions count = 0
Devices count = 2
GPU id : 0 (GeForce GTX 1050)
Layer-Device Extensions count = 0
GPU id : 1 (Intel® HD Graphics 630 (Kaby Lake GT2))
Layer-Device Extensions count = 0
VK_LAYER_VALVE_steam_overlay_32 (Steam Overlay Layer) Vulkan version 1.1.73, layer version 1
Layer Extensions count = 0
Devices count = 2
GPU id : 0 (GeForce GTX 1050)
Layer-Device Extensions count = 0
GPU id : 1 (Intel® HD Graphics 630 (Kaby Lake GT2))
Layer-Device Extensions count = 0
VK_LAYER_VALVE_steam_overlay_64 (Steam Overlay Layer) Vulkan version 1.1.73, layer version 1
Layer Extensions count = 0
Devices count = 2
GPU id : 0 (GeForce GTX 1050)
Layer-Device Extensions count = 0
GPU id : 1 (Intel® HD Graphics 630 (Kaby Lake GT2))
Layer-Device Extensions count = 0
Presentable Surfaces:
GPU id : 0 (GeForce GTX 1050)
Surface type : VK_KHR_xcb_surface
/build/vulkan-tools-_xrZWD/vulkan-tools-1.1.101.0+dfsg1/vulkaninfo/vulkaninfo.c:1335: failed with VK_ERROR_INITIALIZATION_FAILED
Para o glxinfo | grep -i opengl, deu isso:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 1050/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 430.40
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6.0 NVIDIA 430.40
OpenGL shading language version string: 4.60 NVIDIA
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 430.40
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
Pro terceiro comando, deu isso:
direct rendering: Yes
OpenGL renderer string: GeForce GTX 1050/PCIe/SSE2
GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,
GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_NVX_nvenc_interop,
GL_NV_command_list, GL_NV_compute_program5, GL_NV_conditional_render,
GL_NV_path_rendering, GL_NV_path_rendering_shared_edge,
GL_NV_shader_thread_shuffle, GL_NV_stereo_view_rendering,
GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted,
GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_NVX_nvenc_interop,
GL_NV_command_list, GL_NV_compute_program5, GL_NV_conditional_render,
GL_NV_path_rendering, GL_NV_path_rendering_shared_edge,
GL_NV_shader_thread_shuffle, GL_NV_stereo_view_rendering,
GL_EXT_multisampled_render_to_texture,
GL_EXT_multisampled_render_to_texture2, GL_EXT_occlusion_query_boolean,
GL_EXT_render_snorm, GL_EXT_robustness, GL_EXT_sRGB,
GL_NV_clip_space_w_scaling, GL_NV_conditional_render,
GL_NV_path_rendering, GL_NV_path_rendering_shared_edge,
GL_NV_shadow_samplers_cube, GL_NV_stereo_view_rendering,
GL_OES_element_index_uint, GL_OES_fbo_render_mipmap,
GL_OVR_multiview_multisampled_render_to_texture
Quanto ao GTA V, vou ter que baixar de novo pra testar esses 2 comandos. Vou testar assim que der.