OpenGL 3.3 or Later is Required

Eddie Paul Litz

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In the Wine Application, I was trying to play a game & an error keeps coming up saying, "OpenGL 3.3 or later is required". How do I fix this?
 


It means that the game requires OpenGL 3.3, but your graphics card does not support it.

You can see which version of OpenGL your graphics card supports if you install the mesa-utils package and then run the command:
Code:
glxgears -info

That will display an animation of some gears.
Let it run for a few seconds and then press escape and after the animation has stopped, it will display some information about your graphics cards capabilities.

In order to run that particular game, you will need a newer graphics card!
 
Hey Jaskinasin,

That's a neat little tool /command.

Thanks

Here's mine just for the hell of it.
Code:
glxgears -info
Running synchronized to the vertical refresh.  The framerate should be
approximately the same as the monitor refresh rate.
GL_RENDERER   = Mesa DRI Intel(R) Q35 
GL_VERSION    = 1.4 Mesa 20.0.8
GL_VENDOR     = Intel Open Source Technology Center
GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_APPLE_packed_pixels GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_EXT_texture_sRGB_decode GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_ARB_ES2_compatibility GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_EXT_direct_state_access GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_texture_storage GL_AMD_shader_trinary_minmax GL_ARB_clear_buffer_object GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_multi_bind GL_ARB_shading_language_include GL_ARB_get_texture_sub_image GL_KHR_context_flush_control GL_ARB_parallel_shader_compile GL_KHR_no_error GL_KHR_parallel_shader_compile GL_EXT_EGL_sync 
VisualID 137, 0x89
303 frames in 5.0 seconds = 60.425 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
300 frames in 5.0 seconds = 59.892 FPS
 

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