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Valve To Support DX10 With Episode 2

In an interview with Game Informer from last week, representatives from Valve confirmed that they'll be supporting DirectX 10 functionality in the release of Half-Life 2: Episode 2 and Team Fortress 2. This will be the case even for those folks who haven't upgraded to Vista yet. No worries if you don't have a DX10 card, though. They've got functionality nailed all the way back to DirectX 8, and are trying to push it all the way back to 7.

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  1. Re:Great but... by ardor · · Score: 5, Informative

    ...I would rather they spent time making the Source engine use openGL so that game developers would be able to use the Source engine on the Playstation 3, Nintendo Wii, etc.

    Unreal 3 is openGL hence why more companies are using that compared to Valve's Source engine. Hopefully they will get the hint sooner rather then later.


    You do realize that PS3 and the like use OpenGL ES, which is NOT the same as the GL on computers?
    Besides, they have tons of custom extensions necessary to use these machines efficiently...

    Oh, and forget about a Source rewrite for OpenGL. There just is not point in this. Direct3D works on the platform 96% of all PC gamers use. A rewrite is EXTREMELY time-consuming, because of the differences in the API designs. We're talking about at least a 6-month-delay here (very likely more).

    Both DirectX and openGL just tell the gfx card what to do.
    But not equally. GL binds sampler states to a texture, D3D binds them to sampler stages. D3D has +Z as "inward", OpenGL -Z. D3D has +Y as "down", OpenGL "up". There is no equivalent to an OpenGL rectangle texture in Direct3D. The GLSL API works quite differently than the HLSL one etc. Do you want to finance the rewrite, the bug-fixing, beta-testing?

    The fact that they decided to use DirectX which only works on Microsoft platforms for a game engine they're trying to license to other companies is pretty stupid from a business point of view.

    "Only" is quite funny. Windows is an enormous gaming platform. Also, you get Xbox support nearly for free. As for machines like the PS3 and the Wii, forget about having one universal engine for all of them. ALL AAA titles are written specifically for one title, and maybe ported to another, requiring substantial rewrites (this is why usually console titles arent ported to other consoles). Try porting Shadow Of The Colossus from PS2 to Wii for example.

    Sorry, but your suggestions are absolutely suicidal for all but the wealthiest of all game development companies. Because of the ARB being much too slow, OpenGL stagnated in the important years 1996-2001. Heck, a decent render-to-texture mechanism got introduced 2005, while DirectX already had one 1998. OpenGL was in an excellent position back in the 90s: Direct3D 3 sucked, OpenGL was better, easier, finer. But if you have graphics card manufacturers and game developers on one side, demanding more features, and an obscenely slow ARB on the other side, there can be only one solution - create another API. Nowadays many codebases are D3D based precisely because OpenGL just sucked in the post-D3D7 era. And rewriting the entire codebase is suicide, as already said. Which is a shame, because OpenGL is pretty decent now, and if the OpenGL 3 rumors are right, it will rock.

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