@zalex108 Already tried to enable disable Blacklist had no effect. I have now tested Opera GX also does not enable GPU. The problem started after upgrading to Windows 1909
I did a clean install of windows and unsuccessfully operates does not enable dedicated notebook GPU
Graphics Feature Status
Canvas: Hardware accelerated
Flash: Hardware accelerated
Flash Stage3D: Hardware accelerated
Flash Stage3D Baseline profile: Hardware accelerated
Compositing: Hardware accelerated
Multiple Raster Threads: Enabled
Out-of-process Rasterization: Disabled
Hardware Protected Video Decode: Hardware accelerated
Rasterization: Hardware accelerated
Skia Renderer: Disabled
Video Decode: Hardware accelerated
Viz Display Compositor: Enabled
Viz Hit-test Surface Layer: Disabled
WebGL: Hardware accelerated
WebGL2: Hardware accelerated
Driver Bug Workarounds
clear_uniforms_before_first_program_use
decode_encode_srgb_for_generatemipmap
disable_discard_framebuffer
exit_on_context_lost
force_cube_complete
msaa_is_slow
scalarize_vec_and_mat_constructor_args
disabled_extension_GL_KHR_blend_equation_advanced
disabled_extension_GL_KHR_blend_equation_advanced_coherent
Problems Detected
Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost
Clear uniforms before first program use on all platforms: 124764, 349137
Applied Workarounds: clear_uniforms_before_first_program_use
Always rewrite vec/mat constructors to be consistent: 398694
Applied Workarounds: scalarize_vec_and_mat_constructor_args
ANGLE crash on glReadPixels from incomplete cube map texture: 518889
Applied Workarounds: force_cube_complete
On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565
Applied Workarounds: msaa_is_slow
Framebuffer discarding can hurt performance on non-tilers: 570897
Applied Workarounds: disable_discard_framebuffer
Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
Applied Workarounds: decode_encode_srgb_for_generatemipmap
ANGLE Features
disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled
On Qualcomm GPUs, program binaries don't contain transform feedback varyings
lose_context_on_out_of_memory (Frontend workarounds): Enabled
Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
scalarize_vec_and_mat_constructor_args (Frontend workarounds) 398694: Enabled
Always rewrite vec/mat constructors to be consistent
sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled
On Windows Intel OpenGL drivers TexImage sometimes seems to interact with the Framebuffer
add_dummy_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled
On D3D ntel drivers <4815 when rendering with no render target, two bugs lead to incorrect behavior
allow_clear_for_robust_resource_init (D3D workarounds) 941620: Disabled
Some drivers corrupt texture data when clearing for robust resource initialization.
call_clear_twice (D3D workarounds) 655534: Disabled
On some Intel drivers, using clear() may not take effect
depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled
Bug in NVIDIA D3D11 Driver version <=347.88 and >368.81 triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
disable_b5g6r5_support (D3D workarounds): Disabled
On Intel and AMD drivers, textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
emulate_isnan_float (D3D workarounds) 650547: Disabled
On some Intel drivers, using isnan() on highp float will get wrong answer
emulate_tiny_stencil_textures (D3D workarounds): Disabled
On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
expand_integer_pow_expressions (D3D workarounds): Enabled
The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
flush_after_ending_transform_feedback (D3D workarounds): Disabled
NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
force_atomic_value_resolution (D3D workarounds) anglebug:3246: Disabled
On an NVIDIA D3D driver, the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
get_dimensions_ignores_base_level (D3D workarounds): Disabled
Some NVIDIA drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
mrt_perf_workaround (D3D workarounds): Enabled
Some NVIDIA D3D11 drivers have a bug where they ignore null render targets
pre_add_texel_fetch_offsets (D3D workarounds): Enabled
On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
rewrite_unary_minus_operator (D3D workarounds): Disabled
On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in vertex shaders
select_view_in_geometry_shader (D3D workarounds): Disabled
The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
set_data_faster_than_image_upload (D3D workarounds): Enabled
Set data faster than image upload
skip_vs_constant_register_zero (D3D workarounds): Disabled
On NVIDIA D3D driver v388.59 in specific cases the driver doesn't handle constant register zero correctly
use_instanced_point_sprite_emulation (D3D workarounds): Disabled
Some D3D11 renderers do not support geometry shaders for pointsprite emulation
use_system_memory_for_constant_buffers (D3D workarounds) 593024: Enabled
On some Intel drivers, copying from staging storage to constant buffer storage does not work
zero_max_lod (D3D workarounds): Disabled
D3D11 is missing an option to disable mipmaps on a mipmapped texture