With the 76.44 drivers, a 6800GT, AA and AF off, and the latest binary, it's still in Pixel Buffer mode for me. Here's the log.txt file:
Code:
<+>Registering data path -> Data/XML/
<+>Registering data path -> Data/Textures/
<+>Registering data path -> Data/Shaders/
<+>Registering data path -> Data/Models/
<+>Creating GL Window
<+>->width: 1600, height: 1200
<+>->XLocation: 0, YLocation: 0
<+>->Depth bits: 24, Alpha bits: 0
<+>->Color bits: 32, Stencil bits: 8
<+>Loaded Texture2D file at -> GUIElements.png
<!>Failed to create the frame buffer object, please verify your format
<+>Loaded TextureCubeMap at ->Data/Textures/greecePX.png
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<+>Loaded Texture2D file at -> woodBase.dds
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<!>Couldn't locate the texture file at <sphereBu.tga>even with a look up
<!>invalid texID, Texture::setID(GLuint texID)
<+>Adding shape to TransformGroup
<+>Loaded 3DS model -> Data/Models/waterMesh.3ds
<+>Adding Group to TransformGroup
<+>Compiling geometry -> Data/Models/box.xml_0
<+>Cleaning up geometry after compilation -> Data/Models/box.xml_0
<+>Compiling geometry -> Data/Models/pond.xml_0
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_0
<+>Compiling geometry -> Data/Models/pond.xml_1
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_1
<+>Compiling geometry -> Data/Models/pond.xml_2
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_2
<+>Compiling geometry -> Data/Models/pond.xml_3
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_3
<+>Compiling geometry -> Data/Models/pond.xml_4
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_4
<+>Compiling geometry -> Data/Models/pond.xml_5
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_5
<+>Compiling geometry -> Data/Models/pond.xml_6
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_6
<+>Compiling geometry -> Data/Models/pond.xml_7
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_7
<+>Compiling geometry -> Data/Models/pond.xml_8
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_8
<+>Compiling geometry -> Data/Models/pond.xml_9
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_9
<+>Compiling geometry -> Data/Models/pond.xml_10
<+>Cleaning up geometry after compilation -> Data/Models/pond.xml_10
<+>Compiling geometry -> Data/Models/waterMesh.3ds_0
<+>Cleaning up geometry after compilation -> Data/Models/waterMesh.3ds_0
<+>Loaded TextureCubeMap at ->Data/Textures/greecePX.png
<+>Loading new 2D Shell: width = 256, height = 256
<+>Loading new 2D Shell: width = 256, height = 256
<+>Loading new 2D Shell: width = 256, height = 256
<+>Loaded Texture2D file at -> floater.tga
<+>Flushed all active textures
<+>Restoring task bar
<+>Destroying GL Window
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
I tried it at the original resolution also, but then changed the settings to match my display.
Any ideas?
Edit: I had AA and AF set to "off" globally. When I changed them to "Application Controlled", FBO is happy again

The difference is framerates is 50%! Pixel buffers are around 300FPS, and Frame buffers are 450FPS.
The sphereBU.tga file is still nowhere to be found, though
Yet another Edit: I copied the sphereBU.tga file from another one of your demos, but I'm not sure if it's even being used.