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Will the Lack of DX10 on XP Spur OpenGL Dev?

Sparr0 asks: "Microsoft has announcement that DirectX 10 will not be released for Windows XP (which means no Shader Model 4.0 and no Geometry Shaders). I have since been waiting for news of game developers switching to OpenGL, in order to get the best graphics on the best hardware on the most popular gaming OS, however there is nary a whisper of such. Will such a shift occur, even if only in small amounts? When? Why not? It is probably safe to say that Unreal Tournament 3 (AKA UT2007) will have OpenGL as an option in Windows, but that is both unsurprising and also a long way off. Ditto for Quake Wars, and most other games that are planning a native Linux clients. Where are all of the other big names with Windows-only offerings? Why haven't we heard from Valve, Blizzard, Sony, or EA, to name a few?"

168 comments

  1. No solution by Anonymous Coward · · Score: 0

    Win XP doesn't have DX10, and Vista doesn't have OGL... Whatever you use, you're doomed

    1. Re:No solution by sglane81 · · Score: 1

      Vista supports OpenGL the same way XP, 2000, etc support it: the MSOGL wrapper.

      --
      This is the Internet. You can say "fuck" here. - AC
    2. Re:No solution by Rycross · · Score: 3, Informative

      More to the point, if you're gaming or doing 3d work, then you're installing the video card manufacturer's driver. Which means you're going to be getting fully accelerated OpenGL, sans wrappers. Yes, even on Vista. The wrappers are just a simple default replacement, in case you don't have proper GL drivers.

  2. Seriously? by Svenheim · · Score: 1

    You must be new here :)

  3. How many times does it need to be said... by MSFanBoi2 · · Score: 0, Troll

    DirectX has a LOT more functionality than OpenGL.

    Now mayhap the OP is writing about Direct3D... in that case, even DirectX 9.x's version of Direct3d features a LOT more functionality than OpenGL's most recent revision contains.

    1. Re:How many times does it need to be said... by ArcherB · · Score: 1

      DirectX has a LOT more functionality than OpenGL.

      Now mayhap the OP is writing about Direct3D... in that case, even DirectX 9.x's version of Direct3d features a LOT more functionality than OpenGL's most recent revision contains.


      Anyone else able to confirm this? I'm no developer so I'm fairly ignorant on the matter. However, when someone that goes by MSFanBoi2 says that MS's proprietary product is better than an open standard, I take it with a grain of salt.

      --
      There is no "I disagree" mod for a reason. Flamebait, Troll, and Overrated are not substitutes.
    2. Re:How many times does it need to be said... by d3ac0n · · Score: 3, Insightful

      Reeeeeaaallly?

      Hmmm... Forgive me if I am just a TAD skeptical about claims of DX's superiority from someone named MSFanBoi2.

      Of course, you could be just engaging in a little humorous sock-puppetry and I'm not getting it.

      Either way, I was under the distinct impression that OpenGL was and has been MUCH more advanced than Direct X for many years, and DX-10 doesn't really up the ante much.

      --
      Official Heretic from the "Church of Global Warming". Proven right thanks to whistle blowers. AGW = Flat Earth Theory
    3. Re:How many times does it need to be said... by Surt · · Score: 1

      I will second this since 2 people have questioned MSFanBoi's possible motives. Dx9 is better than OGL. The drivers are better, easier to program, easier to access advanced features.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:How many times does it need to be said... by MSFanBoi2 · · Score: 3, Informative
    5. Re:How many times does it need to be said... by MSFanBoi2 · · Score: 0, Redundant
    6. Re:How many times does it need to be said... by malevolentjelly · · Score: 2, Interesting

      I work for a major game studio. Direct X games are far easier and cheaper to develop... it's just not a big question for us in the industry. The only benefit to OpenGL at this point for us is for multi-platform graphics. The mac and linux markets for games are... not considerable vs. the ease of development for DX-based games.

      It's more capable. That's all there is to it. We wouldn't screw with it if it wasn't.

      I'm not a programmer so don't ask me for implementation specifics in this- I am in production.

      Vista has a means to use OpenGL- it only usese MSOGL if no alternative driver is presented.

    7. Re:How many times does it need to be said... by ZephyrXero · · Score: 1

      How many times does it need to be said... SDL and similar open-source cross-platform libraries cover the rest of Direct X that OpenGL does not already cover.

      --
      "A truly wise man realizes he knows nothing."
    8. Re:How many times does it need to be said... by d3ac0n · · Score: 1

      Ok..

      So you give one Wikipedia link, and two out of date links regardiunbg 2 generation old versions of OpenGL and DX.

      Since Wikipedia is basically worthless as an authoritative source we have to throw that one out right off. The others are completely out of date, and the gamedev link even talks about Windows 95 and DOS games!

      C-mon. If you want to back up your argument, at least use up-to-date information and non-wikipedia links.

      Note that I'm not saying you are wrong. You may very well be correct that DX is better than OGL. You just aren't making your case very well.

      --
      Official Heretic from the "Church of Global Warming". Proven right thanks to whistle blowers. AGW = Flat Earth Theory
    9. Re:How many times does it need to be said... by WinterSolstice · · Score: 1

      Ok, so based on these (esp the Wiki), there really is no major reason to go with one or the other at this point. Soooo essentially companies will just continue with whatever they had?

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    10. Re:How many times does it need to be said... by ArcherB · · Score: 1
      From your gamedev.net link:

      Performance is no longer an issue! The speed for both APIs has come out exactly even for well written programs. The performance can only be gauged per machine, and that by testing. There is no way to predict which will run faster.


      However, as another poster pointed out, these links are pretty dated and do not include the latest OpenGL or DX10. From what I gathered from your links and my own quick and inadequate research is this:

      DirectX10 is much easier to write for due to the managed code aspect of .Net, but you are limiting yourself to Windows users.
      OpenGL is portable and will run on any platform that supports it, which includes the big 3 (Windows, Linux and OSX).
      Performance is a push as it depends more on the drivers than the software itself.

      Oh, and running either in software mode sux!

      --
      There is no "I disagree" mod for a reason. Flamebait, Troll, and Overrated are not substitutes.
    11. Re:How many times does it need to be said... by Cornflake917 · · Score: 4, Informative

      Actually, there's really not that much difference in fucntionality. Direct3d does allow you to get a little bit intimate with the machine these days, but it's much more complicated to program in. It takes many more lines of code to get an app initialized using Direct3d than it does openGL. You're right to question "MSFanBoi", he gives you links but he doesn't even mention that even Wikipedia is questioning the neutrality of the topic. OpenGL vs. Direct3d debates have been pretty heated lately. Direct3d has gotten alot better then when it first came out, but OpenGl still has some advantages.

      I've had experience using both API's and I can tell you that OpenGL is much easier to work with. But I can understand why companies would want to use Direct3d if they need to create a really effeicent graphics engine.

    12. Re:How many times does it need to be said... by Curien · · Score: 4, Insightful

      None of the parent comments said DX was better than OpenGL. They said it was /broader/. OpenGL is a 3D programming framework. DirectX is a collection of frameworks: DirectDraw for 2D, Direct3D for 3D, DirectInput for user input, DirectPlay for networking, etc.

      Comparing OpenGL and DirectX is like comparing Abiword (just a word processor) and OpenOffice (a word processor, a spreadsheet, a vector graphics editor, a presentation designer, etc).

      Comparing OpenGL to Direct3D is an apples-to-apples comparison. That's usually what people mean when they talk about comparing DX and GL (since it's the only comparison that makes sense). But that's intellectual laziness.

      --
      It's always a long day... 86400 doesn't fit into a short.
    13. Re:How many times does it need to be said... by Rycross · · Score: 2, Interesting

      Most of the hobbyists I talk to tend to agree that, if you want to just put some triangles on screen, OpenGL is easier. If you want to do a complex graphic engine with lots of optimization, then Direct3d is easier.

      It also depends on what kind of programming paradigm you're used to. Direct3d is OO. OpenGL is not.

    14. Re:How many times does it need to be said... by GreggBz · · Score: 4, Informative

      Having done a little of both, I can say the grandparent is correct. Maybe not the way he raves but I would choose DirectX.

      A major advantage of DirectX is programmable pixel and vertex shaders. The syntax has cleaned up considerably in the past two or three versions so it's now as easy or easier than OpenGL. Also, if you know DirectX it's nice because then you can use DirectInput and DirectSound which have a similar structure and use the COM model. As an API, it's pretty nice to develop in. Once you get it, I can see not wanting to migrate to OpenGL.

      OpenGL is nice because it's portable and it's an open standard. It's also a little leaner then DirectX. With the newer extensions you have most of the functions that DirectX has, but are missing some key ones. It's also a little more obtuse and it's not updated very much anymore.

      Both are stable if written right. Both are fast if written right.

      This all being said, they are both very complex API's with lots of extensions (OpenGL) and updates (DirectX) so the differences are there and I've just touched on them. Overall the functionality is close but they just differ in the way they do things.

      Games are moving to DirectX for a reason in my eyes. It is somewhat better.

    15. Re:How many times does it need to be said... by Gr8Apes · · Score: 1

      It's funny that John Carmack stated pretty much the exact opposite about ease of use and expense to develop with. Of course, in all fairness, that was around the time of DX8. I don't know what his later take is. There were statements made recently (I forget where exactly or I'd reference them) that DX9/10 offered slightly more advanced complex features, but that OpenGL was capable of almost everything the DX clan was. OpenGL has also been moving more slowly on newer features of late, which is a shame and the reason that DX moved ahead on the feature set.

      OpenGL is an example of where committee is getting trumped by dictatorship. There's no question of who decides what goes in DX10.

      --
      The cesspool just got a check and balance.
    16. Re:How many times does it need to be said... by tolan-b · · Score: 1

      The OP mentioned OGL vs Direct 3D

    17. Re:How many times does it need to be said... by Rycross · · Score: 1

      No way. OpenGL and Direct3d are both capable of the same sort of effects. OpenGL is in no way "MUCH more advanced" than Direct3d. Thats just wishful thinking.

    18. Re:How many times does it need to be said... by tjwhaynes · · Score: 1

      Now mayhap the OP is writing about Direct3D... in that case, even DirectX 9.x's version of Direct3d features a LOT more functionality than OpenGL's most recent revision contains.

      *sigh* - don't feed the trolls...

      There's pretty much feature parity between Direct3D in DirectX 10 and Open GL. Advanced shaders, advanced extensions - they are all in there. Now you may be looking at an OpenGL driver from a manufacturer who doesn't keep up to the spec, but the NVidia OpenGL implementation can access every part of the hardware that Direct3D does.

      Now, DirectX covers keyboard handling, spatial sound management and other stuff beyond the actual display. Other platforms tend to use other libraries (such as libSDL) for this functionality.

      Cheers,
      Toby Haynes

      --
      Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.
    19. Re:How many times does it need to be said... by malevolentjelly · · Score: 1

      The developers decide what goes into DX10 by requesting features and having communication with Microsoft. This is not a dictatorship. The vendors decide by communicating and implementing features. DX presents standards to the industry, in many cases.

      By that logic, graphics chips are designed by dictators, as well. It's just the reality of consumer products... these things cost money to develop. How is Microsoft's development of Direct X in any way different than the "community" corporate development of OpenGL? In either case it's communication between hardware producers, game developers, and API developers- in one case it's specialized for Windows gaming- and it's done quite well.

      If it were an inferior product, we'd just use OGL.

    20. Re:How many times does it need to be said... by mikael · · Score: 1

      They're more or less the same - although features usually arrive in Direct3D first, then they are introduced later into OpenGL as custom extensions. These are documented in SGI's registry.

      Usually each extension will appear as a vendor specific extension GL_NV_xxxx, GL_ATI_xxxx, then become introduced as a standard extension GL_ARB_xxxx.

      --
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    21. Re:How many times does it need to be said... by Jthon · · Score: 5, Informative

      The answer is sort of. Ultimately they each have similar capabilities, but for the more advanced features it's just easier to do in DX10. OpenGL takes longer than Direct3d to get any set of features pushed into the base spec, so it tends to lag Direct3D revisions.

      One "good" part of OpenGL is that graphics companies don't need to wait for approval to include new features. They can release access to cutting edge features using vendor specific extensions. This was really important in the early days of consumer 3d graphics, and helped spur game development.

      Of course this makes programming hard as the extensions are different between vendors and may even vary between different cards in a family (usually they try to just add on). This requires developers to create completely unique rendering paths for each card they want to support to get the best speed/features. Over time though Microsoft's Direct3D caught up with OpenGL and sort of sucked up all the good extensions into their API.

      Direct3D 10's advantage is that it puts out a spec and requires all cards fully implement it. Unlike previous versions of DX you can't be DX 10 compatible and leave out features. This really helps eliminate the need for separate rendering paths to make any specific feature work, and so makes development much easier.

      So the short of it is they can both do the same stuff, it's just more difficult at the moment with OpenGL.

      (Another interesting thing to note is that I have heard rumors that once Direct3d came out Microsoft, who also happens to sit on the OpenGL ARB, slowed down the adoption of some features into the main OpenGL spec. This left them ramping Direct3D at a faster rate.)

    22. Re:How many times does it need to be said... by Sparr0 · · Score: 2, Insightful

      even DirectX 9.x's version of Direct3d features a LOT more functionality than OpenGL's most recent revision contains.
      EXCEPT GEOMETRY SHADERS, which was the entire point of the OP.

    23. Re:How many times does it need to be said... by Eideewt · · Score: 1

      And another big one: DirectX contains pretty much everything you need to write a game. It's got graphics, sound, and input APIs. OpenGL is just a 3d API. DirectX's counterpart in the oss world would more properly be SDL.

    24. Re:How many times does it need to be said... by Bacon+Bits · · Score: 1

      True, but DirectX is a *lot* more than just Direct3D & DirectDraw. There are also the DirectSound, DirectMusic, DirectInput and DirectPlay (networking) APIs. That's a whole lot of code you don't need to reproduce.

      I'd say it will hurt the popularity of DirectX 10, but not affect the popularity of DirectX 9 at all. Once the installed base of Vista increased in 12-18 months, you might start to see some games out there that really demand DX10.

      --
      The road to tyranny has always been paved with claims of necessity.
    25. Re:How many times does it need to be said... by QX-Mat · · Score: 4, Informative

      From a game development point of view, there are distinct differences between OGL and DX.

      DX is more than just a graphics library - its a framework for engine development.
      OGL is only a graphics library - and it only lets you use the hardware you have (DX has quite a few handy emulation layers).

      Unfortunately, OGL doesn't have the kind of supplemental stuff you'd really expect when prototyping or developing a game from scratch - i'm taking about as native format mesh loaders and converters (everything found in d3dx). Interestingly (and frustratingly), many of the d3dx routines aren't perfect and have their odd quirks. Some are plain not reliable, and most rarely return more than a null hDC when things do go wrong (this doesnt help debugging a mesh LOD reduction!)

      OGL does support integer and float based indexing, whereas, afaik, DX only supports float.

      Both support a wide range of colour formats - as expected.

      Personally, the OGL viewports are easier to manipulate.

      I find the continual loss of device in DX (through 'apparently' random context switching) annoying. You have to have a fairly large and complex recovery structure/path to commit states back to the gfx hardware.

      I would say that OGL is consistent in its API naming, but as-is DX.

      OGL is consistent in its interaction with GLSL (the pixel and vertex shader lanauge). I would also say DX is consistent with vertex and pixel shader manipulation too - except considering nVidia's quirky interaction between the sheets after compile (there's some kind of intermediate language and translation going on here, DX tends to break more than OGL - not something i've experienced myself tho).

      If I was to code a game now, I would be happier using DX with D3DX, STL, and maybe some boost stuff rather than OGL, because I would have to code less of the engine - less loading/common manipulation routines - thanks to greater library support in DX... ... BUT if a company i worked for was to code a game, and had enough cash to create an OGL-specific framework, I would use OpenGL. Why? It's quite simple - once you've created the framework to a renderer/game, the code-readability/RAD/speed of OGL and DX are evenly matched... yet OGL is portable.

        Hths,
      Matt

    26. Re:How many times does it need to be said... by Anonymous Coward · · Score: 0

      I'm not a programmer so don't ask me for implementation specifics in this- I am in production.
      Okay, so explain...Direct X games are far easier and cheaper to develop

      How do you know that DX games are easier to develop if you are not programming them? Maybe the real problem is you hired a bunch of people who learned to code for DX in college. I know quite a few universities actually teach you to program with OGL, so I am sure there are a few that got paid to teach with DX.

      As for cheaper, how so? Does Microsoft charge licensing fees for DX? OGL is open and very standard, so how can it cost more then DX would? OGL would also provide more support then just adding Linux and Mac, it would also boost sales to people running legacy systems, assuming they can even run your game. You talk up DX a lot, but if you don't program in it, I don't get how you can honestly say some of what you are. You been talking to your Microsoft rep lately?

    27. Re:How many times does it need to be said... by Tim+C · · Score: 1

      Direct X provides APIs for graphics, sound, network, (controller/joystick/keyboard/mouse) input, etc.

      OpenGL is a graphics API.

      I can't comment on how Direct3D's functionality compares with OpenGL's, but the OP's first assertion at least is entirely correct; OGL is not a direct replacement for DX in any way.

    28. Re:How many times does it need to be said... by everphilski · · Score: 0, Flamebait

      It's funny that John Carmack stated pretty much the exact opposite about ease of use and expense to develop with.

      It was around DX5ish, and he has since recanted. They look forward to using DirectX, which has matured and makes cross-development with the XBOX much, much easier.

    29. Re:How many times does it need to be said... by mrchaotica · · Score: 1

      None of the parent comments said DX was better than OpenGL.

      False. MSFanBoi2 wrote:

      even DirectX 9.x's version of Direct3d features a LOT more functionality than OpenGL's most recent revision contains.
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    30. Re:How many times does it need to be said... by Xymor · · Score: 1

      Most analysts are predicting windows will lose market share with Vista(cost, drm, etc...), so even if they lose only 5 or 10%, adopting an alternative that could be easily ported between competitor platforms would make a lot of sense(and if the alternative happens to be open standard, than everybody wins).

      Let's hope that happens.

    31. Re:How many times does it need to be said... by Macthorpe · · Score: 1

      More functionality != better.

      You wouldn't find an intelligent poster here who wouldn't say that Word and Excel have more functionality than OpenOffice.org.

      Does that make them better?

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    32. Re:How many times does it need to be said... by jra101 · · Score: 1

      DirectX10 is much easier to write for due to the managed code aspect of .Net, but you are limiting yourself to Windows users.

      There is no managed interface for DX10, it's a C++ API. Also, you aren't restricting yourself to Windows users only, you are restricting yourself to Windows Vista users only, a much smaller install base.
      --
      I write code.
    33. Re:How many times does it need to be said... by jra101 · · Score: 3, Informative

      A major advantage of DirectX is programmable pixel and vertex shaders. The syntax has cleaned up considerably in the past two or three versions so it's now as easy or easier than OpenGL.

      Both APIs allow you to use a high level language to write programmable vertex and fragment shaders (HLSL for Direct3D, GLSL for OpenGL).
      --
      I write code.
    34. Re:How many times does it need to be said... by VGPowerlord · · Score: 1

      More functionality != better.

      In this case it does, though, as you're comparing Shader model 2/3 vs. Shader model 4. It's like comparing 2x 512MB of Corsair Dual Channel DDR2 667 RAM vs 2x 1GB of Corsair Dual Channel DDR2 800 RAM.

      It's fairly obvious which one is better.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    35. Re:How many times does it need to be said... by Simon80 · · Score: 1

      Way to waste words on a nonsensical analogy when you could have used them to actually support your currently unsubstantiated argument.

    36. Re:How many times does it need to be said... by Bert64 · · Score: 1

      And how do you remove all these gaming related libs from supposedly "server" versions of windows? Who's gonna play games on a server? even dedicated game servers wont use the music/video apis.

      --
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    37. Re:How many times does it need to be said... by Heir+Of+The+Mess · · Score: 1

      DX-10 doesn't really up the ante much

      Your trolling right?

      DX-10 is like an operating system unto itself. The Direct3D part has memory management and context switching of shaders built in extracting away all the tricky texture and shader management stuff. It's like someone just took all the really painful stuff out of my job. With all the other Sound and I/O stuff built in and usable in a consistent way I just don't think I could bring myself to go back to OpenGL. Well, I would if I had to, but I would like to have my 30 seconds of protest before I go back to slaving away at the code.

      --
      Australian running a company that does C# / C++ / Java / SQL / Python / Mathematica
    38. Re:How many times does it need to be said... by JNighthawk · · Score: 1

      I've used both. They have *about* equal features, but DirectX is more in line with how I like things. OpenGL is very easy to setup, but you have to manage things a lot more yourself. If you're okay with handling everything yourself, go with it. DirectX is relatively hard to setup and easier to use than OpenGL once everything is setup. I prefer things to be "front heavy," where they've got a lot to setup, but it's much easier later on.

      --
      Wheel in the sky keeps on turnin'.
    39. Re:How many times does it need to be said... by ThePhilips · · Score: 1

      Important question: "Do games/applications really need all this?"

      To me it often looks like Intel in 486/Pentium times: Intel was investing heavily in different CPU intensive applications as to spur processor sales.

      Now M$/nVidia/ATI are making run for DX10/DX11/DX12/etc - but the question is why they need all the new crap if Doom3 runs fine even with (very old) OpenGL 1.3??? Beats me.

      --
      All hope abandon ye who enter here.
    40. Re:How many times does it need to be said... by SanityInAnarchy · · Score: 1

      The Direct3D part has memory management and context switching of shaders built in extracting away all the tricky texture and shader management stuff.

      I think the word you're looking for is "abstracting". If so, what's stopping you from abstracting similarly on top of OpenGL?

      (Sound and I/O is another problem, for another library. SDL isn't great, but it's there, and OpenAL is looking better and better.)

      --
      Don't thank God, thank a doctor!
    41. Re:How many times does it need to be said... by Heir+Of+The+Mess · · Score: 1

      That's what I'm actually doing when I'm writing a sound-graphics-controls engine. I'm abstracting away the hardware. It's a lot of work involving lots of little tricks that have the potential to go seriously wrong on edge cases. You have to try DX-10 to know what it's like.

      --
      Australian running a company that does C# / C++ / Java / SQL / Python / Mathematica
    42. Re:How many times does it need to be said... by Ant+P. · · Score: 2, Informative

      OGL is only a graphics library - and it only lets you use the hardware you have (DX has quite a few handy emulation layers).

      I stopped reading there, as this is completely backwards.
    43. Re:How many times does it need to be said... by krelian · · Score: 1

      Since there is a managed extension to DX9 and the fact that Microsoft is pushing managed code pretty hard, I think it is only a question of time.

    44. Re:How many times does it need to be said... by Anonymous Coward · · Score: 0

      A major advantage of DirectX is programmable pixel and vertex shaders.

      Ever heard of ARB_vertex_program, ARB_vertex_shader, ARB_fragment_program, ARB_fragment_shader?

       

      With the newer extensions you have most of the functions that DirectX has, but are missing some key ones.

      Which key functions are missing?

       

      Games are moving to DirectX for a reason in my eyes.

      Really? Most games are already DirectX. Not much movement left. Anyway, comparing OpenGL and DirectX is pointless, you should compare OpenGL and Direct3D.
    45. Re:How many times does it need to be said... by macshit · · Score: 1

      (Another interesting thing to note is that I have heard rumors that once Direct3d came out Microsoft, who also happens to sit on the OpenGL ARB, slowed down the adoption of some features into the main OpenGL spec. This left them ramping Direct3D at a faster rate.)

      Not to mention the whole Farenheit boondoggle, which in retrospect looks suspiciously like microsoft playing their usual game of slowing down and screwing up competitors by pretending to cooperate with them (but really putting their effort into a microsoft-only solution).

      SGI was breathtakingly clueless to play along, of course (and then there's SGI's disasterous flirtation with NT... how many times has microsoft screwed over SGI??).

      --
      We live, as we dream -- alone....
    46. Re:How many times does it need to be said... by Mongoose · · Score: 1

      You mean D3D is for crap like games I guess. If you develop appliactions and systems that have a real development lifecycle you want OpenGL. It's clear OpenGL is superior for forwards / backwards compatibility -- also cross platform support is a nice bonus. Not to mention embedded systems. The F22 uses OpenGL and not D3D for a reason. Also it's a bitch to refactor a large 3d modeler or CAD system every forced DX release/OS bundle. Think about that. ;)

      D3D is a very tiny share of the 3d market even considering console games on Xbox and Xbox 360, since all other consoles released recently support OpenGL implementations. There was a fun OpenGL partial implementation ( pre ES ) for Playstation 2 that was functional enough for many types of games even with the aging hardware. It's moot to compare D3D and OpenGL -- OpenGL will continue to gain more product support as D3D loses more installed platforms. It's just the nature of the platforms involved and services users demand. Microsoft will only continue to lose home computer market share from here on out, and even then that platform is also supporting OpenGL. You have 2 platforms for D3D now that Xbox is retired... OpenGL plays nicer with the new mainstreaming of the multiprocessor development model... it would be a good time to start learning more about OpenGL.

    47. Re:How many times does it need to be said... by Anonymous Coward · · Score: 0

      In actuality, this article should be comparing Direct3D against OpenGL. I suspect /. editor ignorance, or at least somebody's ignorance. (Even OpenGL programs on Windows use DirectX sound playback, for example.)

    48. Re:How many times does it need to be said... by PingSpike · · Score: 1

      Well I hope its easier to use. That will signifigantly reduce the amount of *extra* work you'll have to do, after writing the directx9 render path anyway that you'll need if you expect the game to sell. I'd expect the marketing boys won't let the old render path disappear until vista has a pretty serious adoption percentage among users. No one knows when that will be, but given the rate of things there's no reason to think it'll be any faster then XP's adoption...and it'll probably be slower.

      A lot of smaller companies seem to have abandoned an optional OpenGL renderer the past few years, focusing solely on directx since its the defacto standard. I can only assume they did this because the cost of grabbing those few people that prefered that OGL renderer was not worth the extra time/cost. Without a directX10 for XP though, Microsoft has basically cut the market again...with much more definated lines this time. If you're looking to cut costs by not doing extra renderers, OpenGL is the only man in town now.

      DirectX10 may well be much easier to work with, but since its no longer a simple matter of including the latest directx redistributable on your game CD for your customers to load with the installer...your target demographic has just been cut. Time will tell if the people behind OpenGL take advantage of this void or not. We live in interesting times!

    49. Re:How many times does it need to be said... by Heir+Of+The+Mess · · Score: 1

      I'm not writing a game engine. God I wish. I'm working on a proprietry product using COTS (commercial off the shelf) parts. The OS and hardware are completely controlled, as will be the user interface harware. It's a very heavy data exploration system with warning sounds and fine user controls. Sometimes computers have to be used for very serious applications not just games and posting tunnel vision opinions on slashdot. Operating theatre software, mining drill control systems, and military navigation systems all require pretty advanced stuff these days. Games aren't safety critical, they're hardly even cost critical except for getting a bad reputation. 10 years ago this was all done on million dollar SGI hardware. Times have changed a lot. Anything that cuts down the possibility of errors is a boon.

      --
      Australian running a company that does C# / C++ / Java / SQL / Python / Mathematica
    50. Re:How many times does it need to be said... by PingSpike · · Score: 1

      All those points may well be quite valid for those applications. However, would you say that those applications would be the primary usage of directX10...or would it be those much less critical games? While times may have changed, I find it hard to believe that the primary usage for directX10 is going to be operating theatre software or mining drill control systems.

      As for my "tunnel vision opinions"...the topic and summary is about OpenGL and DirectX10 adoption, with the summary focusing on game developers. Additionally, most responses appear to focus on game development. Forgive me for focusing on the topic of this discussion, instead of the topic of your previously unrevealed specialty work. I should not have assumed you to be a game developer, and for that I apologize. However, given the context of the discussion it wasn't really some kind of far flung idea. Regardless, I wasn't looking to refute your points about whether directX10 was or was not easy to develop on in any capacity. I was simply pointing out that, for games at least, it likely isn't reducing the development workload on marketable titles at all. At least, not until vista becomes a majority of the installed base.

    51. Re:How many times does it need to be said... by Cornelius+the+Great · · Score: 1

      "Now mayhap the OP is writing about Direct3D... in that case, even DirectX 9.x's version of Direct3d features a LOT more functionality than OpenGL's most recent revision contains."

      Depends on what you mean by "most recent revision", and also depends on "functionality". If you include vendor-specific extensions, then OpenGL exposes more hardware functionality than Direct3D9- effectively allowing one to use the geometry shader without resorting to vista. If by "functionality" you mean software, direct3D includes tools to help with scene management, loading models, animation, etc. OpenGL just provides a simpler hardware interface for fast 2D/3D rendering and leaves much of the tiny details

      They have different goals, so it's really difficult to compare the two. The performance differences are negligible IMO- both are equally capable in the hands of experienced, knowledgeable developers.

      --
      Sigs are for losers
    52. Re:How many times does it need to be said... by yoyhed · · Score: 1

      the question is why they need all the new crap if Doom3 runs fine even with (very old) OpenGL 1.3?
      Because Doom 3 doesn't look good by 2007's standards. See the Unreal 3 or Crysis engine for what I'm talking about (and yes, I've seen Quake Wars).

      Do games/applications really need all this?
      Of course they don't need OGL 2.0 or D3D 9c/10, but games just keep looking better because of the new APIs, and they've got to sell new hardware to the hardcore-early-adopter-have-to-own-the-latest-even -though-they-spend-more-time-benchmarking-than-pla ying gamers to stay in business.
      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    53. Re:How many times does it need to be said... by Heir+Of+The+Mess · · Score: 1

      Your right, there would be an incredible amount of uncertainty for game developers if they were developing in just DirectX 10. If I were them I would certainly want to keep a DirectX 9, and maybe an OpenGL like path at the ready just in case. With consoles becoming so popular of late I'm wondering if games on the PC are going to become a bit of a niche market in the future. Even we are toying with the idea of using a PS3 for some stuff. There are other issues though with that. It wouldn't suprise me too much if in 2008 MS brought out an Office Suite for the XBox 360 "Home Appliance Version" or whatever, bundled with a wireless keyboard and mouse. Wouldn't that throw a spanner in works! It would certainly send a shiver through the PC industry.

      No need to apologise, your assumptions were fair, and I was being antagonistic. A habit I've developed from spending half my time at work trying to stop bone headed ideas from getting too far, then trying to cool off by posting on slashdot. Probably isn't the best strategy for coping with stress. Have a good weekend.

      --
      Australian running a company that does C# / C++ / Java / SQL / Python / Mathematica
    54. Re:How many times does it need to be said... by PingSpike · · Score: 1
      No problem. I'd be lying if I said I hadn't done the same thing on occasion. I think I need a punching bag in my basement sometimes!

      With consoles becoming so popular of late I'm wondering if games on the PC are going to become a bit of a niche market in the future....It wouldn't suprise me too much if in 2008 MS brought out an Office Suite for the XBox 360 "Home Appliance Version" or whatever, bundled with a wireless keyboard and mouse. Wouldn't that throw a spanner in works! It would certainly send a shiver through the PC industry.

      Despite my love for PC games above all others, I think its a real possibility that PC Gaming will be, at least to some extent, pushed into a niche. Fewer and fewer games really stretch their legs on the PC these days, being developed as a console title first and a PC port second. I can't blame the developers either, its where the money is.

      I've sort of wondered about the same thing witht he 360. Is MS looking to sell its own computer appliance in the future? I have to wonder about their business model here, it seems like they would just be stealing sales from themselves. And in fact, I'd argue they've been doing just that with the xbox and now the 360. So far, they seem to have resisted KB/M support on their consoles. But as they continue to tie the xbox360 and PC together, they eat away at the PCs viability as a platform. If they have the same games and the same interface (live!) and MS gives in the KB/M...why would anyone game on a PC? And while games are hardly the only draw to windows, how many people have you heard say "I'd switch to linux if there games on it."

      I wonder how the big box makers would respond to this if it does happen?
  4. Will the Lack of DX10 on XP Spur OpenGL Dev? by ArcherB · · Score: 3, Insightful

    In a word, NO.

    Unfortunately, most game developers will probably continue writing for DX9.0c until the majority of users are running Vista and have DX10 capable video cards.

    The exceptions, as listed in the summary, will be those developers that intend for their games to be cross-platform and run on Linux and OSX as well as Visa.

    --
    There is no "I disagree" mod for a reason. Flamebait, Troll, and Overrated are not substitutes.
    1. Re: Will the Lack of DX10 on XP Spur OpenGL Dev? by MeanMF · · Score: 1

      Game developers have never been shy about demanding the latest and greatest hardware to run their games on. I don't seem them coding to DX9 for much longer.

    2. Re: Will the Lack of DX10 on XP Spur OpenGL Dev? by dreamchaser · · Score: 2, Informative

      That's a silly comment. It's not a matter of being shy about it. When barely anyone can run your product, nobody will buy it. Once there is a large enough mass of Vista users then you'll see games start to ditch DX 9 codepaths.

      Sheesh, a lot of titles shipping today still have DX 8 codepaths and look pretty damn good on DX 8 hardware.

      Pass me that pipe you're smoking :)

    3. Re: Will the Lack of DX10 on XP Spur OpenGL Dev? by Tim+C · · Score: 1

      Dark Messiah has a Direct 7 codepath; I know because I had huge problems getting the damn thing to run at all at first, and set it to DX7 mode via a command line switch as part of my attempts to get it to work.

    4. Re: Will the Lack of DX10 on XP Spur OpenGL Dev? by antdude · · Score: 1

      The bummer part is that users with DX10 cards and Vista will get the enhancements. Crysis and HL2 Ep. 2 will be like this. XP users won't get these even if they have DX10 cards. :(

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    5. Re: Will the Lack of DX10 on XP Spur OpenGL Dev? by Anonymous Coward · · Score: 0

      The exceptions, as listed in the summary, will be those developers that intend for their games to be cross-platform and run on Linux and OSX as well as Visa.

      Wasn't anyone going to mod this funny?

    6. Re: Will the Lack of DX10 on XP Spur OpenGL Dev? by westlake · · Score: 1
      In a word, NO.

      Every DX10 card must support every DX10 feature. You might see something like physics acceleration appearing outside the DX10 framework. But you will have a more stable platform for development.

      The DX10 card at $150-$180 should hit the market in about a month or two.

      Beyond DX10 you have a common development platform for Windows and the XBox 360. Much closer ties in Vista between the PC and the console gamer. That is something OGL, OSX and Linux can't deliver.

  5. Hardware an issue? by Sciros · · Score: 1

    XP might be the most popular gaming OS at the moment, but the video cards in most computers with XP are likely going to be upgraded simultaneously with everything else (including the OS -- to Vista). The video cards most folks have in their machines aren't so hardcore that DX10 is very critical. By far most of them don't support it anyway.

    Though I may have misunderstood the question...

    --
    I like basketball!!1!
    1. Re:Hardware an issue? by rabbit994 · · Score: 1

      Most gamers I know have hardware that will run Vista/Aero and have had that hardware for about year and half. Many cards true are still stuck on DX9 but I would say that's more a software/driver issue then card issue. Most gamers are simply not moving to Vista because many of their games either don't work on Vista or they work but they have issues. Vista security features are really screwing with many games. Gamers will switch to Vista when all these issues are worked out.

    2. Re:Hardware an issue? by Anonymous Coward · · Score: 0

      I don't think so - I'll only switch to Vista when there's an exclusive game I really want on it, or if D3D 10 really, really impresses me AND I've got a D3D 10 capable card. It's inevitable that I'll get it eventually but I'm in no rush to change OSes right now.

  6. DX9 by bung-foo · · Score: 3, Interesting

    DX9 should be enough for anybody . . .

    Seriously, I doubt that companies like Valve will switch to OpenGL for winxp releases. They already have extensive directx know-how and will probably just build in DX9 and DX10 support just like they currently build in support for DX7, 8 and 9.

    In the end, most people will upgrade to vista. Either because they want to or because they need it for a certain program to run or simply because it came pre-installed on their shiny new Dell. It is inevitable.

    1. Re:DX9 by GuyWithLag · · Score: 1

      Ah, but don't forget that there's no DirectX on OS X either, and the percentage of Mac desktops can only go up. When implementing an engine with OpenGL, it's relatively easy to write a Mac port - and the windows implementation will run much better in Wine.

    2. Re:DX9 by Anonymous Coward · · Score: 0

      Random shitty fact: Valve's Source engine has an opengl renderer (moronic clueless slashdot bitch: "Where, you idiot??? Got any proof?" - me: "Shut the fuck up!"). So it's very much possible for them to release a opengl version for XP with "DirectX 10" effects. Of course they won't do that (for whatever reason).

      The big names in Game Engine development are all using opengl (either both, opengl and direct3d, equally like Epic or with an emphasis on one API) so it's not going away.
      The only reason "DirectX" got this far were massive investments from MS. If they'd have just supported and improved opengl like everybody else everyone could be happy now. But that's not how capitalism works, right...

    3. Re:DX9 by toleraen · · Score: 1

      ...the percentage of Mac desktops can only go up.

      Really? Because their notebooks aren't doing so hot. I'm pretty sure the same principle could apply to Apple's line of desktops as well.

    4. Re:DX9 by Anonymous Coward · · Score: 0

      That's a consecutive-quarter comparison, and meaningless. Every year some Dvorak clone trots out the comparison between the holiday quarter and the quarter after that, and "proves" that Apple is doomed.

    5. Re:DX9 by WhiteWolf666 · · Score: 1

      That article uses goofy statistics.

      It doesn't make sense to compare Q1 to Q4, necessarily, especially when a manufacturer just experienced major growth. See this comment attached to that story:

      Apple's FY 1Q07 notebook sales dipped 2% from their FY 4Q06 sales because they had a huge 4Q due to education sales. FY4Q is usually Apple's strongest quarter for computer sales, not FY1Q. This whole issue is like being surprised there's a downturn in retail sales after the holiday season. What is surprising is that the dip was only 2%. Why is this 2 month old data being brought back to life?

      Apple's 1Q07 computer sales were up 65% YOY! That's huge growth, not a downturn. Since 2001, their FY1Q sales have almost tripled (243%!). They went from selling approx 650,000 computers in the quarter to over 1,600,000.


      As far as I can tell, Apple is doing something right, not wrong. Not to mention that their overall marketshare breached the 5% march for the first time, well, ever; their solidly at 6.5%, as of Feb 2007.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
    6. Re:DX9 by toleraen · · Score: 1

      Questionable data for sure, thanks for pointing that out. In my above post I was primarily questioning the parent's assertion that Mac Desktop marketshare will only go up, and could never go down.

    7. Re:DX9 by GuyWithLag · · Score: 1

      Apologies, I hadn't meant to say that. Let me rephrase: In the near term (2007, possibly 2008), I can see the share of Mac Desktops rising.

  7. Nope. by rblancarte · · Score: 4, Insightful

    I think that a lot of what is going to happen out there is going to be like John Carmack said. I think that overall, you are going to see developers stick with DirectX 9 for the time being. I think this is especially true for Windows only games.

    The fact is that if you are developing Windows games, why would you support two APIs when you could support a single one and D9 users would just have to deal with not having the latest bells and whistles? And this doesn't even take into account that D3d is now a more advanced API than OpenGL (which has been mentioned already).

    RonB

    --
    It is human nature to take shortcuts in thinking.
    1. Re:Nope. by ad0gg · · Score: 4, Informative
      DX9.0L also called DX9EX is going to support the new Shader 4.0, aero transparency and other dx10 features. It just doesn't have WDDM which isn't a direct3d feature.

      DirectX info
      WDDM

      --

      Have you ever been to a turkish prison?

    2. Re:Nope. by Anonymous Coward · · Score: 0

      I'm not sure what people are saying by claiming that dx is "more advanced" than opengl, but the reality is that the two have almost identical functionality these days, and have since dx8.

      The main difference between dx and opengl is the extension model. DX uses caps bits, whereas opengl uses separate functions. For a game programmer writing a game on multiple graphics cards, dx's caps bits are way easier to support, since you know that accessing functionality on an ati card is exactly the same code as on an nv card, as long as both support the caps ("capabilities") bits for that feature. Under opengl, you have to get the extension functions for ati and nv separately, (or in the case of more complicated features, a dozen or so functions each) and program to each extended api separately. In practice, pretty much all of dx9 is now accessible from a set of extensions that is common to both ati and nv (known as "arb" extensions), but for dx10 features, I don't believe this is true.

      Overall, I'd give this as the relative comparisons between the two apis:

      opengl pros:
      - cleaner api for basic functionality
      - better access to vendor-dependent functionality
      - wider cross-platform support (windows/osx/ps3 vs. windows/360)
      - not dependent upon the evil MS for features, and don't have to wait for dxN

      directx pros:
      - cleaner api for modern functionality (shaders, etc)
      - (mostly) single code path for all cards with similar functionality
      - graphics drivers better optimised for games (especially ati drivers - nv opengl drivers are reasonable)
      - not dependent upon the slow as molasses opengl arb for common-api extensions

      As for porting games to/from opengl, that can be a *lot* of work for many games. So while having dx10 functionality on xp will be a competitive feature for developers, it probably won't be worth it when you consider that most of the dx10-capable machines will likely be running vista. (unless customer demand for xp forces dell/hp/etc. to continue selling high-end xp machines for a while)

      joe

    3. Re:Nope. by muxecoid · · Score: 1

      The desktop will be dynamically composed many times a second from the contents of each window. Isn't it bad for performance (and energy savings)? Applications that redraw evrything and try to achieve high FPS load CPU and GPU heavily.
  8. A Turning Tide by kornkid606 · · Score: 2, Interesting

    It is my hope that maybe, just maybe, this could spur developers to, instead of focusing on making a visually cutting-edge game using the latest and greatest hardware and APIs, start to focus on trying to make the most fun and innovative possible game using the "previous gen technology", if you will. Not to say that both can't be achieved, but I would say that invariably games tend to focus on one in favor of the other.

    --
    Future indie game developer of America (and possibly Canada)
    1. Re:A Turning Tide by Anonymous Coward · · Score: 0

      You'd be surprised at the number of people who upgrade their machine simply to play the latest games.

  9. well by mastershake_phd · · Score: 4, Insightful

    If game developers started moving towards OpenGL Microsoft might release DX10 for XP. They will do anything to prevent something else from gaining a foothold.

    1. Re:well by misleb · · Score: 1

      Or they'll just backport the significant new features to DX9... oh wait, they already did with DX9EX ;-)

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
  10. Blizzard/EA do use cross-platform games by Prien715 · · Score: 3, Interesting

    Where are all of the other big names with Windows-only offerings? Why haven't we heard from Valve, Blizzard, Sony, or EA

    Sorry, but only one is windows only. Last I checked, World of Warcraft, Warcraft 3, and Diablo II run on Mac. And in the case of WC3, the CD has a Mac and windows version on the same CD. Amazon.com tells me that EA's #1 game (The Sims 2) also runs on the Mac. Can anyone tell me a Windows game Sony makes? The only windows software I can think of is SoundForge and their CD DRM, but the latter I don't think I want to work cross-platform;) That leaves Valve, which is run bun a former MS hotshot, so I think that might have something to do with the company's founder preferring Direct3D.

    I think many developers are already using OpenGL, but of course, that's only one part of being cross platform. Network, sound, and input also need to be implemented cross-platform....

    --
    -- Political fascism requires a Fuhrer.
    1. Re:Blizzard/EA do use cross-platform games by d3ac0n · · Score: 1

      Can anyone tell me a Windows game Sony makes?


      Ok, I'll take this one.

      http://www.station.sony.com/

      Check the "PC Games" column. Not a single non-Windows compatible game there. They are all Sony products.
      (Yeah yeah, Sony didn't originally make many of them, but they own and develop them now, so they are Sony's.)

      --
      Official Heretic from the "Church of Global Warming". Proven right thanks to whistle blowers. AGW = Flat Earth Theory
    2. Re:Blizzard/EA do use cross-platform games by WinterSolstice · · Score: 2, Interesting

      Actually, to be fair, the Sims for Mac is done by Aspyr. A 3rd party company who helps Windows only games work on Mac.

      However, since EA writes games for Nintendo, Sony, and Microsoft consoles, I suspect they are familiar with both OpenGL and Direct X.

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    3. Re:Blizzard/EA do use cross-platform games by tylersoze · · Score: 1

      Blizzard is the only major game company I know of that supports both Mac and PC in-house. Aspyr uses their own in-house implementation of the Windows API on OS X to port 3rd party games.

    4. Re:Blizzard/EA do use cross-platform games by afidel · · Score: 1

      Check under PC games at Sony Online Entertainment.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    5. Re:Blizzard/EA do use cross-platform games by Akaihiryuu · · Score: 1

      Not just that...but the aforementioned Blizzard games *do* support OpenGL. On Windows they use Direct3D by default, but you can change that behavior with the -opengl command line switch when starting the game. This is why they were so easily portable to MacOSX and why they run so well on Wine.

    6. Re:Blizzard/EA do use cross-platform games by StikyPad · · Score: 1

      Can anyone tell me a Windows game Sony makes?

      http://www.station.sony.com/

  11. Two Render Paths by haplo21112 · · Score: 1

    Most Games DEVs have already mentioned in various places that they intend to handle the situation at least for now with two render paths, one optomized and used for DX10 and one for DX9.

    Remember that Vista doesn't automatically confer DX10 either you need a card that supports DX10 and those are VERY new still the installed base is still mostly DX9 cards reguardless of OS. There are still some users running on DX8 cards as well, which are still well supported in many even new games. The Source engine is even compatible back to DX 7.

    --
    Power Corrupts,Absolute Power Corrupts Absolutely, leaving one person(group)in charge is absolutely corrupt.
    1. Re:Two Render Paths by Anonymous Coward · · Score: 0

      From what I've read on the Net HL2: Ep2 only has support till Dx8 confirmed. DX7 may be dropped. I don't suppose many developers will bother at all about DX7 now. Not that this has much to do with the main topic...

  12. What happen? by Unique2 · · Score: 0

    Microsoft has announcement...
    How are you gentlemen !!
    All your base are belong to us.

    --
    No trees were harmed in the posting of this message. However, a great number of electrons were terribly inconvenienced.
  13. Library choice not always exclusive by ifrag · · Score: 2, Informative

    Some developers do parallel development in DX9 and OpenGL anyway. Perhaps for increased portability options such as the desire to have an OSX port. You mention Blizzard yet they have already done this. Take Warcraft III for example, the default rendering is of course dx9 but adding the -opengl switch to the command line toggles it over. The game mostly looks the same, although I have to say the fonts look a lot uglier / jagged for some reason. My guess is dx9 must have some sort of font smoothing option that either was not used or perhaps is not present in OpenGL.

    As far as input in the windows arena, that area is pretty much fully dominated by DirectX. Even ID Software, who do a lot of work using OpenGL are still using DirectX for DirectInput and DirectSound in win, even if they don't use D3D.

    --
    Fear is the mind killer.
    1. Re:Library choice not always exclusive by Gr8Apes · · Score: 1

      They will be using OpenAL instead of DirectSound under Vista if they want any hardware acceleration.

      --
      The cesspool just got a check and balance.
    2. Re:Library choice not always exclusive by Anonymous Coward · · Score: 0

      The game uses freetype to render fonts. So it has nothing to do with DirectX/OpenGL. It's either bad programming or you're not seeing the fonts correctly.

  14. Moot points all around; Have some Wine. by byteframe · · Score: 0, Interesting

    Just for your information, the GLORIOUS wine project will eventually have a reverse-engineered implementation of the DX10 API, for all the UNIX flavours it supports, AS WELL AS WINDOWS. Check it out... http://winehq.com/?issue=325#DirectX%2010%20For%20 SoC?

    Short quote:
    "Jokes aside, there aren't any dx10 apps yet, except some demo apps. The first one to be expected is Halo 2 on April 24th afaik. The only thing is that MS has created some hype around dx10 recently. It would give us some nice publicity if the Halo 2 box states "Runs on Windows Vista and higher" and winehq.org says "Runs Halo 2 on Linux, MacOS, Windows XP and earlier"

  15. No by stratjakt · · Score: 1, Insightful

    OpenGL has outlived it's usefulness for gaming.

    It'a tool for programmers, researchers and the CAD industry now.

    There's just too many bells and whistles in DX.

    The lack of DX10 support for XP will certainly slow the uptake of DX10, however. I bet most development over the next year or two will be in DX9, with a DX10 "bag" hanging off the side.

    --
    I don't need no instructions to know how to rock!!!!
  16. OpenAL by Gr8Apes · · Score: 5, Interesting

    And apparently Vista will spur OpenAL adoption, as that's the only way to get around Vista's brain-dead DRM'd audio architecture and get hardware acceleration under Vista. That's straight from Creative's website detailing Vista's new audio architecture's effects and recommendations, btw. (Whatever you may think about Creative, you can't argue with their analysis on this one.)

    --
    The cesspool just got a check and balance.
    1. Re:OpenAL by westlake · · Score: 1
      And apparently Vista will spur OpenAL adoption, as that's the only way to get around Vista's brain-dead DRM'd audio architecture

      The only thing Creative has to offer over the integrated audio on a Vista board ia aimulated surround sound. Tell mw why I need that when I can feed real multichannel audio directly to my Yamaha receiver.

    2. Re:OpenAL by Gr8Apes · · Score: 1

      The only thing Creative has to offer over the integrated audio on a Vista board ia aimulated surround sound. Tell mw why I need that when I can feed real multichannel audio directly to my Yamaha receiver. I would hazard a guess that most don't have a Yamaha receiver handy.
      --
      The cesspool just got a check and balance.
    3. Re:OpenAL by westlake · · Score: 1
      I would hazard a guess that most don't have a Yamaha receiver handy

      so replace the Yamaha with surround sound headphones, a wireless Logitech Z 5450, or whatever other PC or home theater sound system floats your boat.

    4. Re:OpenAL by Gr8Apes · · Score: 1

      I tried it, the audigy 2 just plain sounds better than the Realtek chip on my MSI and other boards.

      --
      The cesspool just got a check and balance.
    5. Re:OpenAL by yoyhed · · Score: 1

      Have you ever listened to integrated audio, and then to a Soundblaster Audigy? I'm not even a sound stickler, and it's immediately apparent switching between my nForce4 audio and my Audigy that the Audigy sound is richer, fuller, and crisper (forgive the marketing-esque words, but it's true).

      Unless you're talking about something else (I have no idea what a "Vista board" is...)

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    6. Re:OpenAL by shplorb · · Score: 1

      No, it won't. It won't because OpenAL is a horrible bastard of an API and lacks crucial features and functionality for modern game audio that can be found in better audio API's like XAudio, MultiStream and FMOD. Effects processing will be done in software like it is on next-gen consoles. There is no need for hardware accelleration of audio these days, especially with multi-core processors. The only reason you should buy an overpriced Creative piece of shit is because it probably has better analogue output than your onboard DAC. Even then, just use the SPDIF out on the mobo - because if you're buying a sound card for sound quality you obviously don't have a shitty amp and speakers to be able to tell the difference between a sound card and onboard analogue output.

      Creative are really just an anomaly and their time has well passed. Once PC's became like pretty much every other architecture out there and started shipping with onboard audio and Windows became the OS everyone used there was no need for the average joe to buy a sound card.

    7. Re:OpenAL by Gr8Apes · · Score: 1

      Well, I personally own a set of Altec Lansing speakers, and they require analog outs. I'm not about to drop another $100 plus on speakers, and I'm sure I"m not the only one. I also happen to have a couple of Audigy 2s available that I picked up cheap, which is just fine.

      If the speaker folks would make a decent and decently priced SPDIF speaker set, I'd be happy to buy them and dump the audigy entirely. Creative's driver install sucks rocks, and the driver's not exactly "great" either.

      As for OpenAL, perhaps this is what's needed to push it to modernize. It'd be nice to have an open API as the default for sound.

      --
      The cesspool just got a check and balance.
    8. Re:OpenAL by shplorb · · Score: 1

      Get yourself a Logitech set... I don't know what the models are anymore, but I bought the z680 a few years ago and it works pretty well... just have to keep the sub turned down because it's typical dickhead kiddy "who cares about mid and high-end sound?" Has optical and copper SPDIF inputs as well as 6-chan analogue and can decode DTS and AC3.

    9. Re:OpenAL by Gr8Apes · · Score: 1

      Thanks for the reference. I think most cheaper sub systems for PCs have that "turn the sub down, there's more to the sound than the below 100 Hz range."

      I'll take a look

      --
      The cesspool just got a check and balance.
  17. Multiple Render Paths by hoyty · · Score: 2, Insightful

    DX10 is going to be just like DX9 and DX8 before it. In reality we are mostly concerned with the Direct3D portion of DirectX since the rest is more stagnant. When DX9 libraries and later hardware came out developers simlpy turned on the options now supported or speed up the game. The game would interogate the card to see what features and how well they were supported and went on from there. The same will happen with DX10.

    As for OpenGL getting a bump out of this, I doubt developers will suddenly add an OpenGL renderer. They will simply fall back to DX9. Other than a few MS first party games I doubt you will see any games requiring DX10 (Vista) in the next 18 months. Even the ones that do like Halo 2 were designed for a DX8 codepath and P3 733 originally so any machine with a DX9 card and P4 or better could support it. MS is simply restricting it to Vista.

    --
    Hoyty
    1. Re:Multiple Render Paths by Shados · · Score: 1

      Actualy, DX10 is not like that btw. There's no compatibility "bits" or whatsnot. With DX10, its an all or nothing: a card cannot claim DX10 compatibility if it doesn't support the entire spec. Sure, different cards can be slower on certain features than other, but thats it, which is quite very different from previous implementation.

    2. Re:Multiple Render Paths by Ash-Fox · · Score: 1

      With DX10, its an all or nothing: a card cannot claim DX10 compatibility if it doesn't support the entire spec.
      AMD's x86 processors often claim support for a family of instructions when it doesn't support them fully. Seeing how ATi is now owned by AMD, I wonder if these idiotic practices will spread through ATi's graphic cards too.
      --
      Change is certain; progress is not obligatory.
    3. Re:Multiple Render Paths by Shados · · Score: 1

      Doubt it. Its still a bit different... since its an all or nothing, there's not flags, like there are in CPUs, either... So for that to happen, they'd have to get non-compliant drivers go by microsoft's certification program, fool them, then somehow not crash when direct x calls functions the GPU doesn't have...

      The worse they can do I think, is pull an Nvidia like the Geforce FX: officialy, and technically support something, but have a totally horrible implementation.

    4. Re:Multiple Render Paths by Ash-Fox · · Score: 1

      Doubt it. Its still a bit different... since its an all or nothing
      Which is exactly how CPU flags are supposed to work.

      they'd have to get non-compliant drivers go by microsoft's certification program, fool them, then somehow not crash when direct x calls functions the GPU doesn't have...
      AMD actually put in 'stub' instructions later, to make sure the application/OS doesn't crash when it attempts to use said instruction. Didn't really help applications that depended on those instructions actually working.
      --
      Change is certain; progress is not obligatory.
    5. Re:Multiple Render Paths by Bert64 · · Score: 1

      which instructions are these?
      i also remember intel not implementing all the functions of amd64 on their first 64bit capable x86 chips...

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    6. Re:Multiple Render Paths by Ash-Fox · · Score: 1

      which instructions are these?
      They were definitely instructions in MMX, SSE and SSE2 families. Unfortunately the support changed between revisions and with AMD putting stubs to trick detection systems, it wasn't easy to check if the processor actually supported it properly or not.

      i also remember intel not implementing all the functions of amd64 on their first 64bit capable x86 chips...
      They made up their own cpuflag for the incomplete family of instructions, so they weren't in violation of the specification.
      --
      Change is certain; progress is not obligatory.
  18. Perhaps I am showing my ignorance here... by Pojut · · Score: 1

    ...but is Microsoft going to have a 360 update in which 360 games can use some of the features that are in DX10?

    It seems silly to me Microsoft would come up with something they think will be such a big improvement for games, and yet not try to get the same tech on the 360...or am I just showing my ignorance here...

    1. Re:Perhaps I am showing my ignorance here... by Jthon · · Score: 1

      The 360 already supports many of the DX10 features. It's basically supports an early implementation of the DX10 spec.

    2. Re:Perhaps I am showing my ignorance here... by Pojut · · Score: 1

      ah ok, thanks for the clarification...I knew there had to be something similar to that included in the 360, it would be very unmicrosoft-like to exclude it

  19. Kids these days. by suv4x4 · · Score: 1

    DirectX 9L (available for both XP and Vista, Aero runs on 9L, not 10) has more better support for the latest graphics hardware and more features than OpenGL.
    The Xbox360 platform shares API details with both Windows and DirectX.

    Unless you're seeking cross-platform compatibility and don't the latest and greatest feature, sure go for OpenGL.

    In other words, Vista doesn't run well on my current hardware, XP does. Will this make me switch to Ubuntu or something? No, it won't.

    1. Re:Kids these days. by Anonymous Coward · · Score: 0

      Kids these days [...] more better support


      Funny somebody with the grammatical abilities of a 7 year old chiding others for being 'kids'.
    2. Re:Kids these days. by suv4x4 · · Score: 1

      Funny somebody with the grammatical abilities of a 7 year old chiding others for being 'kids

      I'll feed the troll: this happens because I usually shuffle the text around quickly when replying, and sometimes extraneous or redundant words are left in, which I didn't notice.

      If I had to pick between perfect grammar and being useful with my answer, I'd pick the latter. People these days don't have the time to be perfect in everything. Priorities.

    3. Re:Kids these days. by suv4x4 · · Score: 0, Flamebait

      Funny somebody with the grammatical abilities of a 7 year old chiding others for being 'kids'.

      Sorry you fail in life:

      Funny[, ] somebody with the grammatical abilities of a 7 year old [is] chiding others for being 'kids'.

      Alternatively:

      Funny [that] somebody with the grammatical abilities of a 7 year old [is] chiding others for being 'kids'.

      Two reasons that make replying with grammar remarks pointless:

      1. You're almost guaranteed to (multiple) make similar mistakes in your "ha-ha you have mistakes" post, which makes you look like an idiot.

      2. In a discussion about DirectX and OpenGL, no one cares about the comment grammar, so nitpicking this makes your look like an idiot. Basically no one effin cares.

      PS: I don't guarantee this post is completely grammatically correct or typo free either: see point 2.

    4. Re:Kids these days. by Anonymous Coward · · Score: 0

      Two replies? OP really hit a nerve, didn't he?

    5. Re:Kids these days. by suv4x4 · · Score: 1

      Two replies? OP really hit a nerve, didn't he?

      Could've been one post, but I have obsessive compulsive Submit clicking disorder.

      That said I don't consider leading a dialog by replying to comments extensively to be an indication a "nerve" was struck or something. We're leading a dialog. Plus I don't proofread my comments so I'm really fast and producing them.. :D

    6. Re:Kids these days. by ADRA · · Score: 1

      "DirectX 9L (available for both XP and Vista"

      I'm sorry, where was the link to the SDK? Thats right. The latest and greatest SDK for the most bleeding edge hardware isn't even released yet. This puts your post well into the FUD category. Thanks for playing!

      Quoting Wikipedia's 'Directx' topic:

              * Direct3D 9Ex (previously known as 9.0L): allows full access to the new capabilities of WDDM while maintaining compatibility for existing Direct3D applications by putting it in a separate API. The transparency ("Glass") effects in Windows Aero rely on the D3D 9Ex code path. When 9Ex was still codenamed 9.0L, there were rumors that this would be Direct3D 10 for Windows XP.[3] It was quickly pointed out that this was not the case, mainly due to lack of support for WDDM in Windows XP.[4]
              * Direct3D 10

      Currently, the only graphics hardware compatible with Direct3D 10 is the NVIDIA GeForce 8 Series which has thus far limited the advent of Direct3D 10-capable applications. Contrary to rumors surrounding the issue, Direct3D 10 will not be released on the Xbox 360 via a firmware update due to incompatibilities with its graphics hardware.[5]

      --
      Bye!
    7. Re:Kids these days. by Anonymous Coward · · Score: 0

      DirectX 9L (available for both XP and Vista, Aero runs on 9L, not 10) has more better support for the latest graphics hardware and more features than OpenGL.

      Wrong. DirectX 9L is Vista only.

      http://www.theinquirer.net/default.aspx?article=35 140
  20. why support two when you already support...two? by TheAxeMaster · · Score: 1

    The PS3 and the Wii both use OpenGL, as well as every Linux system. The xbox and windows use DirectX. So ANY game that is developed for two of the three consoles can use OpenGL and IS built with it. The fact that the developers use DirectX instead of OpenGL when bringing a game to the PC that they're also developing for console is a choice, not a technical limitation.
     
    And all the big name titles will be cross-platform, you'll find them on at least the xbox and PS3 (if not the Wii). So what's the real reason that we won't see these games on windows using OpenGL? What's the real reason that game makers, who already have a game built in OpenGL, won't port it to linux and expand their user base? Return on Investment might be it for that, but it doesn't explain why they don't use OpenGL on Windows. There is no extra cost there, they already have the game with OpenGL.

    1. Re:why support two when you already support...two? by Mortlath · · Score: 3, Interesting
      The Wii does not use OpenGL. It uses a proprietary graphics API that resembles OpenGL.

      I have experience porting our companiy's graphics engine (the OpenGL part of it) to the Wii, and it's not trivial.

  21. Possible update to D3D 9 by ravyne · · Score: 1

    While D3D 10 won't be making its way to XP, I don't believe they've ruled out the possibility of an update to D3D 9 adding the new features. Generally, such big features would be a new version number, but numbering schemes don't have to make sense when the marketting folks get involved. D3D 10 and how it works has much more to do with what functionality takes place where (hardware, kernal drivers, or userspace drivers) than what features are exposed. Its simply not possible to take the D3D 10 API and impliment it on the XP driver model without signifigant performance penalties -- If you push all the (Vista) userspace driver functions into a (XP) kernal driver, the overhead of switching from user-space to kernal-space so frequently will kill performance.

    Much of the benefit of D3D 10 stems from the new driver model: fast context switching, minimization of the small batch problem, etc. Mind you, D3D 9 would require some signifigant updates to utilize the geometry shader (particularly because it sits between the current vertex and pixel shader stages. It can't just be tacked onto either end.) but there's nothing, technically, which would proclude the GS stage to be exposed.

    If we don't see the new hardware features exposed in a D3D 9 update, it'll simply be because Microsoft didn't see any benefit in performing the extra work it would require of them.

    As for spurring OpenGL on XP, I think it will. However, until the ARB (now Khronos) adopt an official extension, developers will have to provide seperate paths for each vendor's specific geometry shader extensions - Presuming AMD/ATI expose it in their GL drivers for their next gen cards.

  22. Blizzard... Owned by MS... by Fallen+Kell · · Score: 1, Troll

    Since they are owned by MS, they will follow company policy, which means DX10, which also means Vista only. How else is MS going to get all the hardcore gamers out there to upgrade to Vista? I mean, think about it, 10-15% performance hit is not something these people will accept. They tweak and tune and spend hundreds of dollars to get even that last 5fps out of a game. Going to Vista is not on their top of the list of things to do to make their games run faster.

    So MS decided that since this was going to be the case (and they knew it early on in the Vista development cycle that there was going to be a large performance decrease), they made DX10 Vista only to force these people to upgrade to a product that they did not want.

    --
    We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
    1. Re:Blizzard... Owned by MS... by Atroxodisse · · Score: 2, Informative

      There was a rumor back in January that MS was going to buy Vivendi games, who own Blizzard, but it was only a rumor. There is no mention of the acquisition on Blizzard's or Vivendi's corporate pages. Multiple articles that reported the acquisition have been deleted from various news outlets. It was in fact a hoax. http://www.microsoft.com/presspass/press/2003/Feb0 3/02-03HoaxWebsitePR.mspx

      --
      Read my short stories - You won't regret it.
    2. Re:Blizzard... Owned by MS... by bigstrat2003 · · Score: 1

      What crack are you smoking? Blizzard is not owned by MS, they're owned by Vivendi Universal.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    3. Re:Blizzard... Owned by MS... by Firstoni · · Score: 1

      Blizzard is NOT owned by Microsoft, they are owned by Vivendi

      http://en.wikipedia.org/wiki/Vivendi_Games

      As for openGL support in WoW, they already do so, you can use either Direct3D or opengl

      You can do this by changing a line in your config.wtf file

      Change SET gxApi to "opengl" or "direct3d" to change modes

    4. Re:Blizzard... Owned by MS... by ichigo+2.0 · · Score: 1

      I think you are confusing Blizzard Entertainment with Bungie Studios.

    5. Re:Blizzard... Owned by MS... by westlake · · Score: 1
      I mean, think about it, 10-15% performance hit is not something these people will accept. They tweak and tune and spend hundreds of dollars to get even that last 5fps out of a game.

      I suspect a performance hit is typical for a new OS with immature drivers running on (mostly) legacy hardware. I also suspect FPS is as much a myth in graphics performance as MHz is in CPU performance.

  23. AllegroGL by tepples · · Score: 1

    Comparing OpenGL and DirectX is like comparing Abiword (just a word processor) and OpenOffice (a word processor, a spreadsheet, a vector graphics editor, a presentation designer, etc). What about Allegro + OpenGL vs. DirectX or SDL + OpenGL vs. DirectX?
  24. Console ports by tepples · · Score: 3, Informative

    The only benefit to OpenGL at this point for us is for multi-platform graphics. The mac and linux markets for games are... not considerable Microsoft Windows, Mac OS X, and */Linux are not the only gaming platforms. If your game studio is actually major, then someone might want to consider set-top or handheld platforms. The graphics APIs of DS, PSP, Wii, and PLAYSTATION 3 closely resemble OpenGL.
    1. Re:Console ports by malevolentjelly · · Score: 0, Troll

      Or- we could optimize our game for the dominant platforms (360, Windows), and then have a smaller, less expensive, less profitable studio under the same publisher handle all the shoulder-work of porting the game to any alternate platforms, such as the less prevalent PS3. We have PS3's but we don't bother with coding them internally.

      The ps3's first party toolchain is all linux, or so I hear- although there are third party tools for windows. It's expensive, inefficient, and a major pain compared to 360.

      It's better to have an entire linux-based studio handle only ps3 than for us to handle both.

      And yes, we're major enough that I don't want to be considered a spokesperson.

    2. Re:Console ports by grahamwest · · Score: 1

      DS and PSP are not what I would consider OpenGL-like. Wii, yes. PS3, it's one alternative, but the other, higher-performance API, not so much. The most time-consuming issues of porting are not with the rendering API anyway.

      --
      Graham
    3. Re:Console ports by NeoThermic · · Score: 1

      >PLAYSTATION 3 closely resemble OpenGL

      Sorry, I nearly choked at this. The PS3 supports OpenGL ES, which is basically a version of OpenGL for embedded systems (hence the ES). It doesn't "closely resemble" OpenGL, it *is* OpenGL :)

      NeoThermic

      --
      Use my link above, or to view my server, NeoThermic.com
    4. Re:Console ports by i.of.the.storm · · Score: 1

      Oops, meant to mod you underrated. There, that's better. Flamebait is imho mean and not really accurate.

      --
      All your base are belong to Wii.
    5. Re:Console ports by malevolentjelly · · Score: 0

      I don't understand what was flamebait about that comment. It's more expensive and less efficient to develop on PS3's mostly linux-based toolchain when we're already running a mostly Microsoft/Visual Studio shop. How is that even opinionated?

  25. No and probably the exactly opposite by Sir_Sri · · Score: 1

    OpenGl is good because it's multiplatform and runs basically equally well on everything, that was at least, until vista. It isn't bad under vista but it isn't great. How much that can improve via drivers I don't know.

    Directx, being windows only and reasonably easy to use has been a good tool for people making windows only apps. WoW being the only major exception, most games are windows apps first, and then, if they're lucky, ported to another OS.

    The big selling point of shader model 4.0 is the geometry shader. Directx seems to be first out the door with useful geometry shader development tools, which more or less locks people into having vista for early adoption, at that point, why bother with OpenGl which may not run as well on vista etc... etc...? I'm not writing a D3D path and an OpenGl path in my engines, and nor would anyone else. That and most game developers already know D3D for the above 'it's what we use' reason, adding in geometry shaders is relatively trivial. Not that learning OpenGl is hard, I started with OpenGl and I think overall (largely the multiplatformness) makes it a superior product to DX9. But DX10 does stuff OpenGl 2.0 doesn't yet, and that's a problem. The apparently reduced performance of OpenGl under Vista, if not corrected/correctable is going to be a rather painful blow to any further OpenGl adoption. As much as it's nice to support a broad base, if 90% of my customers are using windows, I'm not going to sacrifice 10% performance for them to pick up that 10% of linux/mac users, since that will disenfranchise much of the windows base, and they'll buy games from someone who optimized for them. Nor do I want to disenfranchise the 10% of my base that uses vista (as compared to 80% using XP) since they're the 'bleeding edge' type people to begin with, and if they have bad things to say about my game compared to others, that's going to be bad in the long run.

    1. Re:No and probably the exactly opposite by Anonymous Coward · · Score: 0

      "The big selling point of shader model 4.0 is the geometry shader. Directx seems to be first out the door with useful geometry shader development tools, which more or less locks people into having vista for early adoption, at that point, why bother with OpenGl which may not run as well on vista etc... etc...?"

      Sorry, what? nVidia had documentation for their new OpenGL extensions out the day that the GeForce 8800's came out, and you could find simple geometry shader demo programs within a week or two of that. DX10 has "had" geometry shader support for as long as you've been able to get the SDK, but no driver implementation of it until shortly after Vista came out.

    2. Re:No and probably the exactly opposite by TeknoHog · · Score: 1

      most games are windows apps first, and then, if they're lucky, ported to another OS.

      The mere possibility of porting to other platforms should make OpenGL more sensible choice from the very beginning. Of course porting is going to be a big and rare effort if you always have to rewrite the graphics stuff. I'm not just talking about Mac and Linux, but consoles and mobile devices as well.

      --
      Escher was the first MC and Giger invented the HR department.
  26. No Effect by Anonymous Coward · · Score: 0

    The lack of DX10 (D3D10) affects nothing, as OGL2.0 offers nothing over D3D9 already. Pro game devs don't switch for ideological reasons. (Carmack used OGL because back in the day it was way ahead the half-assed D3D, etc.)

  27. what about sdl? by cosmas_c · · Score: 1

    anyone wants to comment about the future (and past) of the sdl games library?

  28. OpenGL likely to see improvements due to lockin-DX by Qbertino · · Score: 1

    OpenGL is neat and a true standard - but no where near DX feature wise. What I expect is the ongoing XP & Vista lockin / registration / DRM / compliance annoyance MS introduces causing people to look for alternatives and turn to sub-par (compared to DX) OpenGL and work on improving the standard. It's not that OpenGL couldn't do the same thing DX can, it's only that people haven't had a reason in the last few years to do so. Plattforms are getting more diverse performance wise and people need to take a growing range of OSes that users have into account. This will undoubtly get attention back on to OpenGL and it's downsides. Unless, of course, MS licences DX for Mac OS X and Linux. Which would actually be a thing they really could do to turn a profit in a future world where OSS has won. Meanwhile we've got translation libs that turn DX calls into OpenGL stuff (Cedega and such) which is an ok intermediate solution imho.

    --
    We suffer more in our imagination than in reality. - Seneca
  29. OpenGL Direct3D 9? by stinkbomb · · Score: 0

    Moving to OpenGL implies that the OpenGL feature set is better than the Direct 3D feature set. I'm not sure this is true.

  30. Program for Direct X 9 and Direct X 10 lol duh by tripknotix · · Score: 1

    It's actually easier to just program for Direct X 9 and add enhancements for Direct X 10 ... infact this is leaps and bounds easier than reprogramming for Open GL. ... infact... u dont REALLY have to program for Direct X 10 if you want to lets say, Boycott Vista / DX10 , then programming for Direct X 9 will still reach the massive audience ... and Open GL is still a downgrade compared to DX9.

  31. Re:Poster... Owned by Everyone... by Anonymous Coward · · Score: 0

    Yeah, I'm just trolling

  32. Investment? by SanityInAnarchy · · Score: 1

    After you build an engine, how much work does it take to keep said engine relevant? Specifically, how much work must be done with the underlying graphics API?

    It seems to me like it might be a good investment to create a good, solid, cross-platform engine (using OpenGL), and maintain that indefinitely. It may be harder to create initially, but I imagine it would not be significantly harder to maintain in the long run.

    --
    Don't thank God, thank a doctor!
    1. Re:Investment? by malevolentjelly · · Score: 0, Flamebait

      After you build an engine, how much work does it take to keep said engine relevant? Specifically, how much work must be done with the underlying graphics API?

      It seems to me like it might be a good investment to create a good, solid, cross-platform engine (using OpenGL), and maintain that indefinitely. It may be harder to create initially, but I imagine it would not be significantly harder to maintain in the long run.

      My understanding, as a non-coder-

      First off, using DirectX on 360 is so crazy convenient... it's a wonderful environment to work with- great documentation, great support, and extremely capable. Porting that to PC using DX is a no brainer- why would you even bother with OpenGL? As far as OpenGL for PS3, etc. goes- it's just cheaper for us to have another studio port it, and handle all the API-level work. They're better off working with PS3's proprietary graphics libraries anyways. It's just not a major issue for us to switch PSGL for DirectX, etc. That's really not the bulk of your problem.

      And Wii- well... you don't port 360 games to Wii, in most cases.

      The solid class-platform engine is really the right idea and most of our system people would gladly undertake that task. Honestly, that's the ideal, though- often not the reality. Imagine you're developing a new IP on a new engine- suddenly production and design changes EVERYTHING and you have to restructure- new requirements arise, platform changes mid-production!

      Now imagine the building is ON FIRE! I mean, figuratively. You have less time every day- thousands of bugs are flowing in from QA and you've got to put in speed hacks, functionality hacks, etc... you no longer can focus on the big picture because there's so many small things to deal with. The only thing you can do is get it shippable before X date set by your publishers. And suddenly most of your engine-level coders are already shifted to a new project across the studio, because their time is NOT cheap.

      Why can't you just calmly develop a solid base? Because you're working on putting out as many profitable projects as possible. The best shot you have is if your publisher decides that your studio needs to create *THE* cross platform engine for X number of games across X studios to use. Otherwise, as far as the consumers are concerned, what does it matter if you're releasing a crazily coded mess? With new IP's, how will you know your product will do well enough for that engine to be practical? If you're not selling that engine, it's usually not fiscally viable, espcially since technology needs to be advancing so quickly.

      We try, though. If we could afford to, had the time, etc.- I'm sure we would.

      In either case, we're looking at using DX (PC, 360..) or PSGL (PS3), why would we ever need to use OpenGL... ? If it's not more capable, easier to use, and we're not targeting Mac, Linux, or Wii- then why bother?
    2. Re:Investment? by SanityInAnarchy · · Score: 1

      The best shot you have is if your publisher decides that your studio needs to create *THE* cross platform engine for X number of games across X studios to use. Otherwise, as far as the consumers are concerned, what does it matter if you're releasing a crazily coded mess?

      Because especially when those consumers are coders, we fucking *HATE* crazily coded messes, because they so often don't work, and fail in really stupid ways. And because it costs you money in the long run -- what you've described, with the building on fire, is much more likely to happen, be less manageable, and take longer, unless you do it right in the first place. On the other hand, if you do it right in the first place, you're more likely to be able to calmly weather the storm.

      Put another way: Suppose you're doing application development. You could write a whole new OS, or even just windowing system or graphics library, for every app. Or you could write a good, solid, flexible system, or buy someone else's, so that you can just focus on the application.

      Frankly, if anyone involved in game logic has to worry about anything related to the underlying graphics API, you're back in the development model where each game had to be shipped with sound drivers. It's like an office application having to know what an IRQ is. I understand that the reality of the market may not give you time to do this, but as soon as you have the time and the resources, you NEED to start doing this right, even if it looks like a black-hole investment, and even if it will never be used outside your studio.

      Imagine you're developing a new IP on a new engine- suddenly production and design changes EVERYTHING and you have to restructure- new requirements arise, platform changes mid-production!

      Suppose one of those requirements is targeting the 360 instead of (or in addition to) the PS3, or suddenly they want Mac/Linux ports...

      If your code is solid at that point, ANY change they want is something you can handle. If your code is not solid, you may find yourself having to tell them, "That's just impossible, it'll push the release date back half a decade."

      --
      Don't thank God, thank a doctor!
    3. Re:Investment? by malevolentjelly · · Score: 1

      You misread- our system is solid, it works, and it can be ported- but it's just not a major focus. We don't port- we have different studios port the code. We're a AAA studio, and it's just not worth our time- our work is too expensive, and we could be using that time to create new IP's.

      It's not as broken as I make it sound- from the inside, it's always glass-half-empty, but from the outside, the code is solid and competitive. The point is that we didn't include opengl support, and never once considered mac or linux ports- we outsourced PS3 porting because the platform's distribution is too low to be worth the effort to build the game around the platform.

      The Microsoft platform is very solid and easy to work with, and has helped us maintain a fairly organized product by default.

  33. Probably not... by NerveGas · · Score: 1

    ... any more than the lack of later versions of Direct X for Windows 2000 spurred game devs to switch to OpenGL.

    --
    Oh, you're not stuck, you're just unable to let go of the onion rings.
    1. Re:Probably not... by PingSpike · · Score: 1

      What lack of later versions of directX for windows 2000? DirectX9c works on 2000 fine.

  34. DX for games, OGL for work by gtada · · Score: 1

    It seems like OpenGL is still the API of choice for content creation software like Maya and Direct3D is more popular for games. There is overlap of course, but in general it's true for the Windows platform. :D

    Now that I think of it, 3D game assets are often created with OpenGL software like Maya, and the final game product is done with DirectX.

  35. I AM a developer and I can safely say that.... by Joce640k · · Score: 1

    I'm a developer and I can safely say that Direct3D and Direct3D offer very similar functionality.

    OpenGL is nicer, Direct3D is a bit more in direct contact with the hardware. Performance on a modern graphics card is also very similar (as it should be, it's not like they're really doing anything differently).

    The main reason Direct3D is used more for games is that Microsoft goes around inviting game company bosses to lunch whereas OpenGL is a committee.

    As pointed out, "DirectX" covers a lot more ground - sound, joystick input, etc. but you can easily use OpenGL for the graphics and DirectSound for the sound (I do it every day).

    To answer the main question: "Will OpenGL start to replace Direct3D..."? I don't think so. I think most Direct3D9 users will go right on using Direct3D9 - there's nothing actually wrong with it.

    --
    No sig today...
    1. Re:I AM a developer and I can safely say that.... by maxwell+demon · · Score: 1

      I'm a developer and I can safely say that Direct3D and Direct3D offer very similar functionality.

      I think you don't have to be a developer to safely say that :-)
      --
      The Tao of math: The numbers you can count are not the real numbers.
  36. Bad decision by SirBruce · · Score: 1

    I specifically did not want to "upgrade" to Vista any time soon. Previously Microsoft had indicated DX10 support on XP, so I did not buy Vista, and I didn't get a good video card because I figured I had to upgrade to a DX10 video card shortly. But now it turns out that I have to buy a new card anyway, and if I get a DX10 card and want to use DX10, I'll actually have to get Vista.

    I've never been a big Microsoft hater... for example, when they stopped suppporting Windows 95, Windows 2000, and so on previously I thought they were well-timed. But I do not think this is particularly a good decision. Will it spur more people to upgrade to Vista? Maybe, but I think there will be a lot of pressure on game developers to develop primarily DX9 games, with maybe some extra DX10 options. But the subset of even high-end gamers who have both Vista AND a DX10 graphics card is going to be the minority for the next few years.

  37. Another good reason to use OpenGL by spikeham · · Score: 1

    This situation exemplifies the reality of using Microsoft tools for any kind of development, not just 3D graphics. Use Microsoft dev tools, face vendor lock-in, non-portability, and rewriting your code every couple of years when they release a new iteration of their products and deprecate the old APIs.

    I wrote some free Windows screensavers ( available at http://www.mounthamill.com/ ) using GNU dev tools (gcc, make, cygwin) and OpenGL. They work great on Windows XP and 2000. I can even build and run them on Linux although haven't made the effort to deploy them as Linux screensavers.

    From my experience, any game developer could use OpenGL and free/open source tools to develop code. There is no graphics effect you can do in DirectX than you cannot do in OpenGL. A few specialized effects may be slightly easier to implement in DirectX. OpenGL is easier to use, in general. If you go with DirectX, you will be required to build a more complex engine to deal with differences between different Windows versions. You also will be required to shell out thousands of bucks to buy MS Visual Studio and associated dev tools (not to mention the cost of Windows itself.) Total investment to build a 3D graphics application using OpenGL and GNU tools, $0. Difference to users, none.

    I assume all the developers who did choose the MS tools either had business motivations to be aligned with MS, or were targeting the X-Box and thus mandatory usage of DirectX. MS buys the companies that publish the most popular games (e.g. Blizzard, Bungie), forcing them to use the MS dev tools. If that's not sufficient evidence that the MS tools would lose in a fair competition, what is?

    - Spike

    Free Windows screensavers http://www.mounthamill.com/

  38. Slashdot Dreams On... by Anonymous Coward · · Score: 0

    Every time I look in the monitor
    All these cracks in my security getting clearer
    The past is gone
    It goes by, like dusk to dawn
    Isn't that the way
    Every operating system comes with dues to pay

    Yeah, I know nobody knows
    where it comes and where it goes
    It's somehow gotta be Microsoft's sin
    That Lunix has to lose instead of win

    Half my life
    is in Slahsdot's hate-filled pages
    Lived and learned from fools and
    from sages
    You know it's true
    All these bugs come back to you

    Sing with me, sing for the years
    Sing for the laughter, sing for the tears
    Sing with me, if it's just for today
    Maybe tomorrow, the good lord will take another distro away

    Yeah, sing with me, sing for the years
    sing for the laughter, sing for the tears
    sing with me, if it's just for today
    Maybe tomorrow, the good Lord will take all of Lunix's flaws away

    Dream On Dream On Dream On
    Dream until your dreams come true
    Dream On Dream On Dream On
    Dream until your dream comes through
    Dream On Dream On Dream On
    Dream On Dream On
    Dream On Dream On

    Sing with me, sing for the years
    sing for the laughter, sing for the tears
    sing with me, if it's just for today
    Maybe tomorrow, the good Lord will take another distro away
    Sing with me, sing for the year
    sing for the laughter, sing for the tear
    Sing with me, if it's just for today
    Maybe tomorrow, the good Lord will take all of Lunix's flaws away...


    Lunix may never be ready for the desktop, but people can still dream, can't they?
    Dream on, d00dz, dream on.

  39. World of gadgets powered by OpenGL by zforest · · Score: 1

    In an era with gadgets/portables everywhere many of these platforms support some form of OpenGL, or have an API very similar to it. Those include:

    -Cell phones/PDA
    -Wii/Nintendo DS/Playstation 3
    -etc. And more popular devices I cannot say because I am under NDA.

    And did you know OpenGL ES Shading language will be supported on mobile devices such as high end phones soon? I am not aware DirectX's high level shading language receiving wide adoption from device manufacturers, if any, on the mobile platforms. In fact, very few will support DirectX.

    On the technical side, both OGL/DX are good as proven by the top games which are powered by them respectively. My only let down on the OpenGL side is the lack of an FX format, though that is being worked on from Khronos, along with other encouraging prospects. And by itself it is not essential.

    Overall I choose OpenGL because I don't want to put all eggs in the 'directx basket'. Moreover, employment prospects (games and 3D applications) may be better due to OGL's wide adoption. I would be willing to go into scientific visualization, for example, rather than games currently.

  40. OpenGL is better by LingNoi · · Score: 1

    Direct3D is probably more advanced but OpenGL is better based purely on portability. I don't care if my graphics look better or it is "easier" to program in Direct3D.

    I want a bigger customer base, I want MORE customers and I want MORE MONEY.

    This isn't 1995 with its "Sorry please download IE to view this page" BS. This is 2007!! Get with the program! Portability, interoperability and what operating system the customer wants to run your programs on is important.

    We already use c++ for the majority of games why vendor lock it with a Microsoft only libraries?

    The last thing I want is "Your game looks awesome but I won't buy it because it doesn't run on my system.."

    ACK!!!