* OpenGL 1.1 - Texture objects* OpenGL 1.2 - 3D Ttextures, BGRA and packed pixel formats* OpenGL 1.3 - Multitexturing, multisampling, texture compression* OpenGL 1.4 - Depth textures* OpenGL 1.5 - VBO, Occlusion Queries* OpenGL 2.0 - GLSL 1.1, MRT, Non Power of Two textures, Point Sprites, Two-sided stencil* OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures* OpenGL 3.0 - GLSL 1.3, Texture Arrays, Conditional rendering, FBO* OpenGL 3.1 - GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart* OpenGL 3.2 - GLSL 1.5, Geometry Shaders, Multi-sampled textures* OpenGL 3.3 - GLSL 3.30, Backports as much functionality possible from the OpenGL 4.0 specification* OpenGL 4.0 - GLSL 4.00, Tessellation on GPU, shaders with 64-bit precision* OpenGL 4.1 - GLSL 4.10, Developer-friendly debug outputs, compatibility with OpenGL ES 2.0* OpenGL 4.2 - GLSL 4.20, Shaders with atomic counters, transform feedback, shader packing, performance improvements* OpenGL 4.3 - GLSL 4.30, Shader storage buffer objects, Texture parameter queries, ETC2/EAC, Increased memory security, A multi-application robustness extension* OpenGL 4.4 - GLSL 4.40, Buffer Placement Control, Efficient Asynchronous Queries, Shader Variable Layout, Efficient Multiple Object Binding, Streamlined Porting of Direct3D applications, Bindless Texture Extension, Sparse Texture Extension* OpenGL 4.5 - GLSL 4.50==Field explanations==The fields in the table listed below describe the following:* Model - The marketing name for the processor assigned by Nvidia.
* OpenGL 1.1 - Объекты текстур* OpenGL 1.2 - 3D-текстуры, форматы BGRA и упакованных пикселей* OpenGL 1.3 - Мультитекстурирование, multisampling, сжатие текстур* OpenGL 1.4 - Текстуры глубины* OpenGL 1.5 - VBO, Occlusion Querys* OpenGL 2.0 - GLSL 1.1, MRT, текстуры с размерами, не являющимися степенью двойки, Point Sprites, Two-sided stencil* OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), текстуры sRGB* OpenGL 3.0 - GLSL 1.3, Массивы текстур, условный рендеринг , FBO* OpenGL 3.1 - GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart* OpenGL 3.2 - GLSL 1.5, Geometry Shader, Multi-sampled textures:Buffer Object: FBO (Frame), VBO (Vertex), PBO (Pixel), Texture, Uniform* OpenGL 4.0 - GLSL 4.00, Тесселяция на GPU, шейдеры с 64-битной точностью.