Microsoft Phases Out XNA and DirectX?
mikejuk writes "It is reported that Microsoft has sent an email to DirectX/XNA MVPs which informs them that they are no longer needed because XNA and DirectX are no longer evolving. What does this mean? If you don't need MVPs then presumably you anticipate nothing to support in the future."
All the growing platforms use OpenGL. Even Windows can use OpenGL (although it is not tyhe favored child). If you have an eye on the future, it makes far sense to develop with OpenGL. That way you can develop shaders that will work on: Android, iOS, Mac, Linux, Windows, Unix, embedded devices (eg. commercial avionics), the PS3. What you miss out on is XBox 360 and Windows Phone. Compare the combined size of the coverage of OpenGL platforms to the Direct3D-only platforms. There is simply no contest anymore in terms of units shipping and growth rate.
OpenGL is the future of hardware accelerated graphics. The nice thing is that no matter what changes in the hardware/platform space you investment in OpenGL is never lost, it comes across as you migrate.
Cynical? This isn't my first rodeo. I watched them kill off OS/2, pretty much exactly the same way.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
I think everyone is just as confused. Its really unlikely that MS is ditching D3D. The standard joke is "embrace extend extinguish" but... extinguish makes no business sense here. It's more likely they are trying to collect everything under their "apps store" like Apple has. Presumably steam understood this better (and earlier) than everyone else, and that's why they're making another basket for their eggs.
Microsoft is not getting rid of DirectX.
It's very unlikely that Microsoft will abandon DirectX. It is afterall the reason why most games for the PC are Windows-exclusive. If they OpenGL becomes king, porting to Linux will be a lot easier. Windows will be dumped by a lot of people whose only reason to keep a Windows desktop is gaming.
As anyone who deals in this knows XNA is a dead end and DirectX most certainly is not. They are retiring the XNA part of the XNA/DirectX MVP.
Link
Did we learn nothing from the x-surface debacle?
If computers were people, I'd be a misanthrope.
One thing that the NBC Universal--Comcast thing taught me was that "inaccurate" != "false". (They said news about the merger was "inaccurate". They merged anyway.) Here we go again.
In short, I'm not convinced that either system will survive the axe, and you should probably just polish your HTML5-optimized-for-Metro-or-whatever-it's-called-now (or OpenGL?) skills if you still want to make games for Windows:
So will both die on April 2014? In the words of $got_talent_judge, "I vote Yes."
You can hold down the "B" button for continuous firing.
Premature abbreviation is the root of all evil.
xkcd is not in the sudoers file. This incident will be reported.
Its actually quite simple, Steve Ballmer is burning the company to the ground because he has it in his big fat head that he has a "brand" like Prada and Nike when in reality he has a replaceable good, like Coke or Pepsi.
You see Steve Ballmer thinks if you click your heels three times and say "There is no place like Cupertino" why you can just turn the company into Apple, of course those of us in the trenches know there ain't enough dope in the world to make it so, but old fathead doesn't see any value in anything that isn't just aping Apple, hence why he shit on the desktop, he's shitting on the OEMs, and now he's shitting all over DirectX which frankly is the only thing that keeps many on windows.
My only question is will Gates get tired of seeing everything he spent so many years building being burnt to the ground and step in, or will he kick back with his big piles o' cash and just watch the whole thing burn?
ACs don't waste your time replying, your posts are never seen by me.
The big problem with OpenGL is that the shaders are not guaranteed to run in bounded time. DirectX doesn't have that problem, and the OpenGL emulation layer on top of DirectX unrolls the shaders, and for the ones which won't run in bounded time, just throws them away.
When Chrome implements OpenGL on Windows, it runs it through its own code which does the same thing and preflights it, then renders the OpenGL which will run linearly and in bounded time via DirectX.
The Linux and Mac OS X versions hand the OpenGL to the user space renderer or to the kernel-based renderer, respectively -- there are significant performance advantages to OpenGL on Mac OS X compared to Linux because of this; this ends up being most apparent on portable devices, which have a limited memory copy bandwidth (read: ARM devices), which is why Android doesn't directly use the Linux graphics model, apart from the inability to use binary drivers in kernel space due to EXPORT_SYMBOL_GPL().
But both the Linux and Mac OS X OpenGL renderers take the shaders without preflighting them, as is done on Windows when converting to DirectX calls, and so it's possible to crash the user space driver on Linux, or crash the Mac OS X kernel, on Mac OS (the disadvantage you get in exchange for the reduced copy overhead relative to Linux).
I tried unsuccessfully for several months to try and convince the Chrome graphics guys to run the preflight portion of the Direct X converter on Linux and Mac OS to prevent these crashes on these platforms, to no avail. It'd be more processing, but no more than is already done on Windows, in exchange for a significant improvement in stability for OpenGL/OpenGL ES/WebGL/NaCl on both platforms, which is probably worth the additional processing cost, given that the bottleneck is copying, not processing, on the portable platforms. There are cycles to burn on the desktop systems, even if you'd prefer not to burn them, it's probably worth it for the stability.
In any case, a lot of game developers try for a lot of effects with shaders, and most of them are more concerned with the visual appeal, rather than in running in bounded time and not eventually crashing the system. DirectX protects them where OpenGL doesn't -- except on the Windows platforms they use for development, and that doesn't help get these games stable and running on Mac OS X or Linux, which is what you'd hoe the portability of OpenGL code would have bought you.
Because Microsoft had to justify their purchase of RenderMorphics in 1995 -- the company that made the Reality Lab API that was renamed Direct3D.
http://en.wikipedia.org/wiki/DirectX
Of course Microsoft didn't get it right until version 3. DX1, DX2, DX5. :-/ (DX4 was never publically available.)
At the time there was a petition of game developers telling Microsoft to support OpenGL - but typically Microsoft didn't give a dam -- they have always just wanted vendor lock in with all their technologies.
http://www.graphicsgroups.com/6-opengl/c476ebf66db4600a.htm
From the article all that's dying is likely the name. The same technologies will still exist and be limited to Xbox and Windows only. No OpenGL.
Not even Coke or Pepsi. Microsoft is and has always been an office supply company. They're rich because they worked out how to sell an expensive box of paperclips to every business in the world. But y'know, turning pens and paperclips into a consumer shiny toy company? A bit unlikely to happen.
http://rocknerd.co.uk
That would be OpenGL+OpenAL, a few games do use it on Windows.
"When information is power, privacy is freedom" - Jah-Wren Ryel
The performance hit is small enough for Chrome, Qt and other projects to use ANGLE to translate Direct3D to OpenGL:
https://code.google.com/p/angleproject/