
Originally Posted by
BlackStar
1. This doesn't seem to be the matter here. Were it so, the blobs would have faced the same issues (they run on the same silicon after all).
2. Kwin's issues seem to be with older "pretty much everything works" hardware, not with beta R800/Nouveau-level 3d support.
You can implement blur all the way down to OpenGL 1.1. It won't look as good without shaders (no gaussian blur) but it's doable and easy - it's what games did before shaders were available!
You have many options: mipmap blur (GL1.1), render-to-texture blur (*), gaussian blur (GL1.4 with ARB shaders or GL2.1 with GLSL shaders), take your pick.
(*) render-to-texture is available on most GL1.5+ GPUs, as long as the drivers don't suck.