The browser version you are using is not recommended for this site.
Please consider upgrading to the latest version of your browser by clicking one of the following links.

Support

How to Access OpenGL* and DirectX* 3D Graphic Settings


Last Reviewed: 05-Jan-2017
Article ID: 000005575

Many games require support for application programming interfaces (APIs) to function and to provide a high-quality gaming experience. OpenGL and DirectX APIs are designed to render 2D and 3D graphics.

Note The dialog box that displays, and the options for 3D settings, depends on your operating system and the graphics driver you have installed.
 

Manage Open GL and DirectX settings through your graphics properties:

  1. Right-click your Desktop.
  2. Click Graphics Properties > 3D.
  3. Find the Intel® Graphics name that displays on your screen. Follow the instructions provided for settings.
 

Click or the topic for details:

Intel® HD Graphics Control Panel

From these screens, you can select 3D General Settings and Custom Settings.

Set 3D PreferenceSet 3D Custom

Intel® Graphics and Media Control Panel

From these screens, you can select 3D General Settings and Custom Settings.

3D General Settings3D Custom Settings

Intel® Graphics Media Accelerator Driver

Older drivers can only control the OpenGL settings, not DirectX. You can change the value of each OpenGL attribute or Restore Defaults. After settings are made, click Apply and OK to save them.

Older driver settings
 
Attribute Default
value
Other
applicable
values
Asynchronous Flip

Off (default value) - Enables vertical synchronization (also known as vertical sync or VSYNC). Vertical synchronization allows a frame change to coincide with an analog monitor’s vertical blanking interval. This might help reduce or eliminate tearing in the video, but can cause reduced frame rate since the frame change is delayed until the vertical blank interval.

On - Disables vertical synchronization.

Off On
Triple Buffering

A technique that can help to reduce or eliminate visual artifacts such as flickering, tearing, or shearing. This is done using three buffers to minimize the delay in redrawing the image, at the cost of higher memory usage.

Default (default value) - Driver selects triple buffering based on available memory.

Off - Disables triple buffering.

On - Enables triple buffering.

Off On
Flipping Policy

Flip (default value) - In applications that run in full screen, enables flip multi-buffering. With flip operations, the render buffer is directly connected with screen and when it is rendered it is just swapped on to the screen with no copying occurring.

Blit - Enables blit multi-buffering which copies rendered buffer on to the screen. With blit operations, several bitmap patterns are combined into one using a raster operator. Applications running windowed (not full-screen) can only use blit operations.

Off On
Depth Buffer Bit Depth

16 Bit Depth Buffer - Forces a 16-Bit depth buffer on PixelFormats that have a depth buffer.

24 Bit Depth Buffer - Forces a 24-Bit depth buffer/8-bit stencil buffer on PixelFormats that have a depth buffer.

Off On
Force S3TC Texture Compression

S3TC is a method of texture compression to reduce the texture size, for the cost of lower texture quality and higher processing power demand.

Off (default value) - Driver does not automatically compress all RGB and RGBA format texture images into S3 compressed format.

On - If S3TC extension is supported, the driver automatically compress all RGB and RGBA format texture images to kept them internally in S3TC format. It reduces the amount of required memory/allows to support more textures.

Off On
Force FXT1 Texture Compression

FXT1 is another method of texture compression to reduce the texture size, for the cost of lower texture quality and higher processing power demand.

Off (default value) – Driver does not automatically compress all RGB and RGBA format texture images into FXT1 compressed format.

On - If FXT1 extension is supported, driver automatically compresses all RGB and RGBA format texture images into FXT1 compressed format.

Off On
Driver Memory Footprint

Determines how much memory driver uses for resources like textures or buffers.

Normal (default value) - Driver automatically determines memory footprint based on available memory.

Low - Driver does not reduce memory footprint.

High - Driver unconditionally limits amount of used memory by changing maximum allowed texture size, reducing depth buffer precision, and reducing amount of textures kept in memory.

Off On
Texture Color Depth

Specifies a preferred bit depth for texture maps on devices that support multiple texture bit depths.

Off On
Anisotropic Filtering

Anisotropic filtering enhances the final image quality when textures are used for surfaces that appear to be non-orthogonal to the screen, at the cost of performance.

Application Control (default value) - Filtering controlled by the application.

On - Enables anisotropic filtering.

Off - Disables anisotropic filtering.

Off On
 

You can change the value of each OpenGL attribute or restore the default values to all attributes. Select Apply to save your changes.

 
Related topics
How to open the Intel® Graphics Properties window
Intel® Driver Update Utility

This article applies to: