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  • Graphics card recommendation for dual-HD output?

    - by Graham
    I'm going for a dual-HD monitor setup (HDMI or DVI output), running Ubuntu 11.10 64-bit with Unity 3D. What graphics card / video card should I get? Requirements: Dual-monitor output for DVI (mixed-resolution: 1920x1080 and 1920x1200) Or dual-HDMI output, if it works with Ubuntu Smooth desktop compositing and (Chrome) browser and IDE window rendering At least 60fps on fullscreen glxgears (1920x1200 resolution) Supported and non-buggy behaviour in Unity 3D/Compiz Not looking to play games Smooth fullscreen video playback (just because)

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  • Ubuntu 12.04.3 Graphics Issues: Broken Pipes, Reinstalled Xorg and Bumblebee

    - by user190488
    It seems I have a problem, and am only making it worse by following what I find online. I have a new Asus N550JV-D71 (not sure about the part after the dash, though I definitely know it includes 71). I decided to downgrade Windows 8 to 7, then dual boot Ubuntu 12.04 with it (there were issues with Windows 8, and I had a Windows 7 disk handy). It did work and, after installing Bumblebee in tty (because it wouldn't boot when it was first installed), it worked marvelously for a little less than a week. However, I restarted it last night and got the Could not write bytes: Broken pipes error. (I see it's a very common error, but I've looked at the majority of the suggested Similar Questions already.) I followed what I could find online, followed those instructions (making sure to not install any sort of graphics drivers other than what Bumblebee provides), and it just seems to go further and further downhill. I'm afraid I didn't write the exact steps to get to this point (it was late by the time I gave up the night before), but it involved reinstalling lightdm, xorg (and xserver?), and Bumblebee. I then changed the Bumblebee.conf file so that Device=nvidia. I'm pretty new to Linux in general (I've used it since 10.04, but I hadn't had issues up until this computer, so it let me stay a newbie), so I'm not exactly sure what log files to look at to find the errors to look up. However, I did look at lshw and noticed that displays was marked as unassigned. Also, if I try to start lightdm using the command line, it always stops at Stopping Mount network filesystems. I should note that there isn't an xorg.conf file, and no .Xauthority. I would really, really prefer not to reinstall 12.04 if possible. I managed to get grub to display only a short time ago, and I can't boot to the dvd drive unless I go into the BIOS settings and manually change the boot order (that was an issue from the beginning, before the Ubuntu install), and getting into those settings often means rebooting several times due to the fact that the window to get to it is extremely small. I have most of what I need backed up, however, in case it does get to that point. If I really have to, I can just use the latest Ubuntu version instead of the LTS, but the reason I chose 12.04 in the first place is because I need something stable-ish, and Windows isn't suitable to what I need to do. I should note that the reason I restarted last night in the first place was that it wasn't charging the battery, and the wifi kept on going out. Hardware: Nvidia GeForce GT 750M Intel HD graphics 4600

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  • Software emulated OpenGL with higher version than my graphics card supports

    - by leemes
    I have an Intel GMA 950 chipset in my netbook. I want to learn how to write OpenGL shader programs with this fantastic tutorial and therefore need OpenGL 3.3. Sadly, my graphics card only supports OpenGL 1.4. I think that MESA can emulate OpenGL in software, so I'm wondering if it can emulate OpenGL 3.3 without any hardware accelleration (performance is very much no problem, since this is only for learning and testing puroses). Is there any possibility to do this?

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  • When to unload graphics object from main memory?

    - by piotrek
    I writing my resource mangaer, and I consider about how it can work for graphics objects (like textures, meshes). I think about this : I want to load texture (in pseudocode): Texture t = resMgr.GetTex("image.png"); and GetTex make something like this: load texture from disk to main memory create texture object (load it to gpu memory) unload texture from main memory I consider about 3 step, does game engines that you know unload meshes/textures after load them into gpu memory ?

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  • How can I get Windows 7 to work with two Nvidia graphics cards with different drivers?

    - by Max
    This is similar to this question, but I am using more similar cards with Windows 7. I just purchased a Zotac Nvidia GeForce 7200 GS. I have a motherboard with two PCI Express x16 slots. There is already an MSI Nvidia GeForce 8800 GTS being used as the primary card, driving two LCD monitors. I would like the Zotac to output to a TV via DVI-out. Unfortunately, when Windows detects the Zotac and installs its drivers, or I manually install them, Windows stops being able to boot up. If I remove them and re-install the MSI 8800 drivers, I can boot again, but Windows can no longer see the Zotac 7200--it shows up as a yellow triangle in Device Manager. I've read conflicting reports about this. Some people claim that Windows 7 will support multiple heterogeneous graphics card drivers, as long as they are all using the same driver API ("WDDM?"). Others say that they have to be using the exact same driver, or it won't work. Others claim that you have to use the exact same card. which is it, exactly? I know I can run the MSI 8800 in SLI if I purchase another, but I don't need that kind of power--I just need HD-out to my television. I read somewhere that running two cards in SLI precludes you from using 100% of their output ports, so I'm not sure if that's an option. I suppose I could also run two MSI 8800's without SLI, but again, that's more power than I need (and more money than I'd like to spend). Also, I don't think this exact model is even manufactured anymore. Any ideas?

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  • Did Adobe Photoshop just killed my Graphics Card for good?

    - by user6004
    I was working with Adobe Photoshop, just some regular work, when I came to edit a PSD file and change the text of some layer, when all of a sudden the PC froze. No mouse, screen is frozen, keyboard strokes aren't getting me anything, no Task Manager, nada. So I rebooted my PC, and then something quite terrifying appeared before my eyes. It was not the Checkdisk utility that was launched, that made me terrified (by the way, that reboot damaged the partition table of an external HDD that was connected at the time to my PC, but that's another story). It was the screen itself. Please have a look. So after Checkdisk finished and Windows loaded, I noticed that the resolution was not right. Instead of 1440x900 which I had set, it was 1280x1024. When I went to change it back, I had no option to change back to my old resolution, and has only 3 other general resolution properties, as if my Video Card (GeForce 8800 GTS btw) was not recognized. And what do you know, in the Device Manager it appeared with an exclamation mark. Inside the hardware, it said this: Windows has stopped this device because it has reported problems. (Code 43) Uninstalling the drivers, downloading the newest drivers from NVIDIA and installing them did not work. It always comes back to this. So, do you have any advice before I go out and buy a new graphics card? I thought this was the only option left, but maybe the experts at Super User can help me out. By the way, the dotted screen appears after every reboot, and I see the dots when the ASUS Motherboard screen shows up at boot. Thanks in advance.

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  • How to draw semi-transparent text on a graphics object?

    - by awe
    I want to draw a text with 32 bit transparency on a graphics object. When I try, I only get black color in the result. If I try to draw a line with the same semitransparent color, it works perfectly. I have this code: lBitmap As New Bitmap(32, 32, PixelFormat.Format32bppArgb) lGraphic As Graphics = Graphics.FromImage(lBitmap) lGraphic.SmoothingMode = SmoothingMode.HighQuality lGraphic.InterpolationMode = InterpolationMode.HighQualityBicubic lGraphic.Clear(Color.Transparent) Dim lTestTransparencyColor As Color = Color.FromArgb(100, 140, 0, 230) lGraphic.DrawLine(New Pen(lTestTransparencyColor), 0, 0, 32, 32) lBrush As New SolidBrush(lTestTransparencyColor) lGraphic.DrawString("A", New Font("Arial", 12), lBrush, 0, 0) Dim lImage As Image = lBitmap lImage.Save("D:\Test.png", Imaging.ImageFormat.Png) The line is drawn with the transparency applied correctly, but the text is black with no transparency. I was thinking it may be that SolidBrush does not support transparency, but I found a predefined brush named Transparent (Brushes.Transparent) that was a SolidBrush when I looked at it in debug. I tried to use Brushes.Transparent as the brush when drawing the text, and it was successfully not showing at all. That means I get full transparency to work, but not partial transparency.

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  • graphics don't draw when loop condition is dates. c#, winForms

    - by jello
    so i got this piece of code. (currPosX is defined earlier) while (earliestDate < DateTime.Today) { currPosX = currPosX + 5; e.Graphics.DrawLine(Pens.Black, currPosX, 0, currPosX, 10); earliestDate = earliestDate.AddDays(1); } the graphics don't draw. it's really weird, since this only happens when the condition statement is a date comparison. I debugged, and it does go in the loop, and the values are messed with (currPosX for example). But, no display. one more weirdness, if I add a MessageBox.Show("blabla") in the loop, the message box pops up, and graphics are drawn. what's going on here?

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  • What would you recommend to do simple 2D Graphics?

    - by Tom Ritter
    I want to build a program that will (as part of what it's doing) display lines organically growing and interacting horizontally across the screen. Here's a sample image, just imagine the lines sprouting from the left and growing to the right: The lines would look like the lines used on Google Maps Transit Overlay or OnNYTurf's transit pages. It's a personal project, so I'm open to just about any language and library combination. But I don't know where to start. What have you used in the past to create graphics that are similar to this? What would you recommend? I want it to run on Windows without any extras needed (.Net is fine), and it doesn't have to run elsewhere. I needs to run as an actual program, not javascript in the browser. There's obviously no 'right' answer to this, but the purpose isn't to start an argument about X better than Y but rather just find a list of graphics toolkits that do simple 2D graphics that people recommend because of their ease of use or community or whatever.

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  • ANY material writen in/for DELPHI around the graphics topic?

    - by José Eduardo
    Does anyone knows ANY material writen in/for DELPHI around the graphics topic? Planning to build a software for medical imaging processing . Thinking in 3D UI to absorve the power of nvidias GTX graphics card, and some real-time 2D processing integrated with high-end scanners. Please dont take this as a "rant" but, we have zillions of C++ books writen about that kind of topic and nothing for pascal/delphi. If you have some experience could you comment about that? Is it better to learn c++, to have access to that material? Can i go with delphi? I have experience with delphi, but none with graphics... And i have a deadline... Thanks.

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  • Enable compiz on intel core i5 (Nvidia GT330M) based laptop

    - by Eshwar
    Hi, I am trying to enable compiz on my laptop via Desktop Effects but it does not allow it. I modified the xorg.conf file as on the compiz wiki but still no luck. So can someone just tell me how to enable compiz desktop on an Intel i5 based system. This is an Arrandale processor so its got the graphics bit on the processor itself. My system also has a discrete graphics card (Nvidia GT330M - yup its those hybrid graphics combos n- not Optimus). As far as i know the nvidia gpu is not being used since the intel one is enabled and there is no bios route to disable it. The laptop is a Dell Vostro 3700 with bios version A10 I did lotsa google searches about intel compiz, etc but not a single conclusive guide as to how to enable it. so my guess is it should work out of the box. but it doesn't. glxinfo gives me: name of display: :0.0 Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Error: couldn't find RGB GLX visual or fbconfig Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". 3 GLXFBConfigs: visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat ---------------------------------------------------------------------- Segmentation fault lsbusb gives me: 00:02.0 VGA compatible controller [0300]: Intel Corporation Core Processor Integrated Graphics Controller [8086:0046] (rev 18) 01:00.0 VGA compatible controller [0300]: nVidia Corporation GT216 [GeForce GT 330M] [10de:0a29] (rev a2)

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  • Updated Intel display driver causing errors when booting

    - by cdysthe
    I upgraded to to Graphics Installer 1.0.6 on my Ubuntu 14.04 and installed the drivers using the Intel Graphics Installer. The laptop is Intel Ivybridge powered with Intel HD graphics. It Optimus but I have disabled the Nvidia card in bios. The Intel Graphics Installer installs the package i915-3.15-3.13-dkms.deb which I assume is the updated driver. It causes a bunch of error messages when I boot. Here are the relevant errors from dmesg when I boot: [ 7.206151] drm: module verification failed: signature and/or required key missing - tainting kernel [ 7.208045] drm: module has bad taint, not creating trace events [ 7.336470] fb: conflicting fb hw usage inteldrmfb vs VESA VGA - removing generic driver [ 7.393854] [drm] Supports vblank timestamp caching Rev 2 (21.10.2013) [ 7.393855] [drm] Driver supports precise vblank timestamp query. [ 7.393921] vgaarb: device changed decodes: PCI:0000:00:02.0,olddecodes=io+mem,decodes=io+mem:owns=io+mem [ 7.505798] [drm] GMBUS [i915 gmbus dpb] timed out, falling back to bit banging on pin 5 [ 7.507233] init: Failed to obtain startpar-bridge instance: Unknown parameter: INSTANCE [ 7.944183] [drm:cpt_serr_int_handler] ERROR PCH transcoder A FIFO underrun [ 8.368479] i915 0000:00:02.0: fb0: inteldrmfb frame buffer device [ 8.368480] i915 0000:00:02.0: registered panic notifier [ 8.818416] [drm] Enabling RC6 states: RC6 on, RC6p on, RC6pp off What could the problem be and will it affect performance? I tried to remove the package and the errors went away but I'm then running and older driver I assume?

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  • Fixed-Function vs Shaders: Which for beginner?

    - by Rob Hays
    I'm currently going to college for computer science. Although I do plan on utilizing an existing engine at some point to create a small game, my aim right now is towards learning the fundamentals: namely, 3D programming. I've already done some research regarding the choice between DirectX and OpenGL, and the general sentiment that came out of that was that whether you choose OpenGL or DirectX as your training-wheels platform, a lot of the knowledge is transferrable to the other platform. Therefore, since OpenGL is supported by more systems (probably a silly reason to choose what to learn), I decided that I'm going to learn OpenGL first. After I made this decision to learn OpenGL, I did some more research and found out about a dichotomy that I was somewhere unaware of all this time: fixed-function OpenGL vs. modern programmable shader-based OpenGL. At first, I thought it was an obvious choice that I should choose to learn shader-based OpenGL since that's what's most commonly used in the industry today. However, I then stumbled upon the very popular Learning Modern 3D Graphics Programming by Jason L. McKesson, located here: http://www.arcsynthesis.org/gltut/ I read through the introductory bits, and in the "About This Book" section, the author states: "First, much of what is learned with this approach must be inevitably abandoned when the user encounters a graphics problem that must be solved with programmability. Programmability wipes out almost all of the fixed function pipeline, so the knowledge does not easily transfer." yet at the same time also makes the case that fixed-functionality provides an easier, more immediate learning curve for beginners by stating: "It is generally considered easiest to teach neophyte graphics programmers using the fixed function pipeline." Naturally, you can see why I might be conflicted about which paradigm to learn: Do I spend a lot of time learning (and then later unlearning) the ways of fixed-functionality, or do I choose to start out with shaders? My primary concern is that modern programmable shaders somehow require the programmer to already understand the fixed-function pipeline, but I doubt that's the case. TL;DR == As an aspiring game graphics programmer, is it in my best interest to learn 3D programming through fixed-functionality or modern shader-based programming?

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  • Acer Aspire One 725 - missing graphic card driver for Radeon HD 7290?

    - by Melon
    Recently I bought an Acer Aspire One 725 Netbook and installed Ubuntu 12.10 on it. I bought it, because it can run HD movies and has Full HD on external VGA port. However, movies from youtube have a really slow framerate. If you open three tabs in Opera (for example g-mail, youtube and askubuntu) it gets really laggy. My suspicion is that the driver for graphic card is missing. When I check the System->Details->Graphics the driver is unknown. After running lspci | grep VGA I get this output: 00:01.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Device 980a From what I see, I have a AMD C70 processor integrated with AMD Radeon HD 7290. Has anyone had the same problem? Do you know which drivers need to be installed for the graphics to work properly? On official Acer page there are only drivers for Win7 and Win8... Update: OK. Another attempt. I have a fresh Ubuntu 12.10. All updates done. downloaded Catalyst 12.11 beta drivers and decided to create a package. After installing package, I have this error from /var/log/Xorg.0.log: [ 13.394] (**) fglrx(0): NoAccel = NO [ 13.394] (**) fglrx(0): AMD 2D Acceleration Architecture enabled [ 13.394] (--) fglrx(0): Chipset: "AMD Radeon HD 7290 Graphics" (Chipset = 0x980a) [ 13.394] (--) fglrx(0): (PciSubVendor = 0x1025, PciSubDevice = 0x0740) [ 13.394] (==) fglrx(0): board vendor info: third party graphics adapter - NOT original AMD [ 13.394] (--) fglrx(0): Linear framebuffer (phys) at 0xe0000000 [ 13.394] (--) fglrx(0): MMIO registers at 0xf0200000 [ 13.394] (--) fglrx(0): I/O port at 0x00003000 [ 13.394] (==) fglrx(0): ROM-BIOS at 0x000c0000 [ 13.484] (II) fglrx(0): ATIF platform detected [ 13.564] (II) fglrx(0): AC Adapter is used [ 13.565] (EE) fglrx(0): V_BIOS address 0xd00 out of range [ 13.565] (EE) fglrx(0): Failed to obtain VBIOS from Kernel! [ 13.565] (EE) fglrx(0): VBIOS read from Kernel, Invalid signature! [ 13.565] (EE) fglrx(0): GetBIOSParameter failed [ 13.565] (EE) fglrx(0): PreInitAdapter failed [ 13.565] (EE) fglrx(0): PreInit failed [ 13.565] (II) fglrx(0): === [xdl_xs113_atiddxPreInit] === end

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Kubuntu never gets to the login screen

    - by searchfgold6789
    I am not sure if Xorg is using the right device... The system in question is an A4-1400 CPU with built-in Radeon Graphics. I added a PCIe Radeon HD 5750, and changed the BIOS so it would use that card automatically. Now it appears that I can see output from the TV plugged into the HDMI port, and boot into recovery mode, but cannot get to a desktop - X doesn't start. It just freezes at the Kubuntu splash screen. I have no idea how to get X to use the proper graphics card. I pasted the Xorg.log to http://paste.ubuntu.com/6261137/. And the Xorg.conf generated by aticonfig --initial is at http://paste.ubuntu.com/6261161/ Also, see lspci and lshw -c display outputs. I can provide more information, but something does tell me X is not using the right graphics card and I've no idea where to begin how to fix it... I faced a similar issue before with another distribution but found no information anywhere on how to make X use a specific graphics card. Or maybe it's not that simple.

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  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

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  • Rendering of graphics different depending on DisplayObject position

    - by jedierikb
    When drawing vertical lines with a non-integer x-value (e.g., 1.75) to a sprite, the lines are drawn differently based on the non-integer x-value of the sprite. In the picture below are two pairs of very close together vertical lines. As you can see, they look very different. This is frustrating, especially when animating the sprite. Any ideas how ensure that sprites-with-non-integer-positions' graphics will visually display the same way regardless of the sprite position? package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; public class tmp extends Sprite { private var _sp1:Sprite; private var _sp2:Sprite; public function tmp( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _sp1 = new Sprite( ); drawButt( _sp1 ); _sp1.x = 100; _sp1.y = 100; _sp2 = new Sprite( ); drawButt( _sp2 ); _sp2.x = 100; _sp2.y = 200; addChild( _sp1 ); addChild( _sp2 ); addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { var nx:Number = _sp2.x + .1; if (nx > 400) { nx = 100; } _sp2.x = nx; } private function drawButt( sp:Sprite ):void { sp.graphics.clear( ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1, 1 ); sp.graphics.lineTo( 1, 100 ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1.75, 1 ); sp.graphics.lineTo( 1.75, 100 ); } } }

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  • why PaintComponent event in Java happen everytime I use its Graphics Event?

    - by Pooya
    Consider this code: public class StateChartPanel extends JPanel { private LightContext LC; public StateChartPanel(LightContext lc){ LC=lc; } public void paintComponent( Graphics G ){ super.paintComponent( G ); LC.DrawStateChart((Graphics2D)G); } } StateChartPanel is a panel to draw something (a state chart). It sends its Graphics object to LC which use it to draw shapes but whenever it draws something the PaintComponent event of StateChartPanel happens again and it causes my application to hang.

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  • Ubuntu 12.10 - Graphics driver shows Gallium 0.4 instead of intel HD

    - by nlooije
    I have a hybrid Intel/Nvidia system using bumblebee on Ubuntu 12.10 with specs: Clevo W150HR, SB i7-2720qm, 8GB RAM, 128GB Crucial M4 SSD + 500GB HDD It is reported to use software rendering (through Gallium driver) rather than accelerated through the intel HD driver. Reinstalling the intel driver has no effect: sudo apt-get install --reinstall xserver-xorg-video-intel The result is a rather sluggish desktop. Is there any way to blacklist the gallium driver? Or force the intel driver instead? Edit 1 - Ubuntu 12.04 shows the driver as Intel SandyBridge out of the box, but 12.10 does not even after running the above command. Edit 2 - Xorg.0.log shows: (--) intel(0): Integrated Graphics Chipset: Intel(R) Sandybridge Mobile (GT1) (WW) intel(0): Disabling hardware acceleration on this pre-production hardware. Edit 3 - It turns out that SandyBridge rev.7 systems are known to be unstable per this link. Accordingly in the xserver-xorg-video-intel if it detects this rev. it disables it with the warning in above log.

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