monogame 3.6 does not work on intel 82865G but 2.5 version works without problems

Hi guys! I’ve gotten next disappoint. I’ve decided to upgrade monogame from 2.5 to 3.6 version on early working computers. But I’ve faced to new problem. At first, monogame 2.5 works on nvidia without drivers but fps is less than 25, monogame 3.6 does not work on nvidia without drivers.
At second, monogame 3.6 does not work on intel 82865G even with drivers but monogame 2.5 works good. This is exeption on intel 82865G:

Shader Compilation Failed
at Microsoft.Xna.Framework.Graphics.Shader.GetShaderHandle () [0x000b7] in :0
at Microsoft.Xna.Framework.Graphics.ShaderProgramCache.Link (Microsoft.Xna.Framework.Graphics.Shader vertexShader, Microsoft.Xna.Framework.Graphics.Shader pixelShader) [0x0001c] in :0
at Microsoft.Xna.Framework.Graphics.ShaderProgramCache.GetProgram (Microsoft.Xna.Framework.Graphics.Shader vertexShader, Microsoft.Xna.Framework.Graphics.Shader pixelShader) [0x0001f] in :0
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.ActivateShaderProgram () [0x00012] in :0
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.PlatformApplyState (System.Boolean applyShaders) [0x00137] in :0
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.ApplyState (System.Boolean applyShaders) [0x0004b] in :0
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.PlatformDrawUserIndexedPrimitives[T] (Microsoft.Xna.Framework.Graphics.PrimitiveType primitiveType, T[] vertexData, System.Int32 vertexOffset, System.Int32 numVertices, System.Int16[] indexData, System.Int32 indexOffset, System.Int32 primitiveCount, Microsoft.Xna.Framework.Graphics.VertexDeclaration vertexDeclaration) [0x00000] in :0
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives[T] (Microsoft.Xna.Framework.Graphics.PrimitiveType primitiveType, T[] vertexData, System.Int32 vertexOffset, System.Int32 numVertices, System.Int16[] indexData, System.Int32 indexOffset, System.Int32 primitiveCount, Microsoft.Xna.Framework.Graphics.VertexDeclaration vertexDeclaration) [0x0010c] in :0
at Microsoft.Xna.Framework.Graphics.SpriteBatcher.FlushVertexArray (System.Int32 start, System.Int32 end, Microsoft.Xna.Framework.Graphics.Effect effect, Microsoft.Xna.Framework.Graphics.Texture texture) [0x00094] in :0
at Microsoft.Xna.Framework.Graphics.SpriteBatcher.DrawBatch (Microsoft.Xna.Framework.Graphics.SpriteSortMode sortMode, Microsoft.Xna.Framework.Graphics.Effect effect) [0x000fa] in :0
at Microsoft.Xna.Framework.Graphics.SpriteBatch.End () [0x00019] in :0
at Terminal.Payment.UI.ScreenManager.Draw (Microsoft.Xna.Framework.GameTime gameTime) [0x00061] in /media/destructor/Documents/Projects/Terminal_Crossplatform_copy/GUI/Standard/TerminalUI/Screens/ScreenManager.cs:340

What is an Intel 82865G? Is that a motherboard? MonoGame 2.5 is so old that minimum requirements have most certainly gone up since then. I’m guessing you’re using an OpenGL build. You also don’t mention what operating system you’re running it on. Is that a Linux system based on that path? What version OpenGL drivers are you using?

82865G is chipset and graphic adapter.
You speak about requirements but what do you say about VIA graphic adapter which supports Open GL 1.2 and works equally on 2.5 and 3.6 monogame versions with 4 fps? Uhh?
Arch Linux

Judging by the stack trace, it looks like it fails to compile the sprite effect shader. That might be because of a driver bug. Honestly, the shader works on so many other devices that I can’t think of anything else.

“driver bug, driver bug…” But how has it worked on old 2.5 monogame version? Instead fix a bug on old version you increase requirements on 3.6 version.

Harry, is not interesting for me because I use monogame on Linux and that article about Windows

@Romeo_Berlov That article is not about Windows…