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Re:Why you should use OpenGL and not DirectX by shiven on Thursday December 05, 2013 @06:17AM (#6853820)
What about OSX? Does DirectX work (at all/well) on it? Linux? How feasible is it to program with DirectX on any non-MS platform?

Edit: I guess the point I'm making is, OpenGL runs on non-MS as well as MS platforms (perfectly/badly is another question), but DirectX is locked to Microsoft only. That is what makes it of little to no value for people like me who need to care about cross-platform products and support.

Re:Why you should use OpenGL and not DirectX by computerslol on Thursday December 05, 2013 @10:36AM (#6854874)
A Microsoft OS still runs on over 90% of the desktop market.
Re:Why you should use OpenGL and not DirectX by runjake on Thursday December 05, 2013 @11:32AM (#6855235)
I wonder what the percentage is when you figure the entire "computer" gaming market (eg. consoles, tablets, and phones). I suspect Microsoft's dominance on gaming is (and will become even more) weaker than we believe.

OpenGL seems like a no-brainer for future survival as MSFT platform dominance exhibits entropy.

Re:Why you should use OpenGL and not DirectX by runevault on Thursday December 05, 2013 @11:52AM (#6855404)
Is PS3/PS4 development OGL or a proprietary API? Because if it is OGL then yes that makes said API far more useful for sheer amount of access to hardware.
Re:Why you should use OpenGL and not DirectX by LukeShu on Thursday December 05, 2013 @12:28PM (#6855685)
The PS4 uses OpenGL (4.4?).

The PS3 used a proprietary API based on OpenGL 1.0.

Re:Why you should use OpenGL and not DirectX by runevault on Thursday December 05, 2013 @12:51PM (#6855847)
So yeah, OGL grows more useful as the PS4 grows its user base. Thanks for the info
Re:Why you should use OpenGL and not DirectX by pjmlp on Friday December 06, 2013 @03:05AM (#6860007)
False info. PS4 uses a proprietary API called GNM

http://www.eurogamer.net/articles/digitalfoundry-how-the-cre...

Re:Why you should use OpenGL and not DirectX by eropple on Thursday December 05, 2013 @09:24PM (#6858983)
The PS4 supports OpenGL, but my understanding is that most non-indie games use libgcm.
Re:Why you should use OpenGL and not DirectX by afreak on Thursday December 05, 2013 @11:34AM (#6855249)
Right now, yes. However we do know that this has been changing quite rapidly in the past years so why fall back on the use of this argument?
Re:Why you should use OpenGL and not DirectX by sliverstorm on Thursday December 05, 2013 @04:26PM (#6857380)
How about because it's still valid?

What game developer say to themselves,

It looks like in 10 years, Linux and OSX adoption will _probably_ approach 50% market share. Therefore, the best choice for my new game, which will be released in 3-4 years, is to choose OpenGL

I'm not a game developer, but I would bet they are interested in where the market will be in the medium term, and there is no indication Linux/OS X will suddenly dominate within that timeframe.

Re:Why you should use OpenGL and not DirectX by aaronbrethorst on Thursday December 05, 2013 @01:53PM (#6856311)

    On traditional PCs and Macs, Microsoft
    still owns an overwhelming market share,
    with 91.8 percent of all traffic coming
    from Windows-based machines. Among non-
    Microsoft operating systems, both OS X
    and Linux have stalled since October
    2011, hovering around 6.9 percent and
    1.2 percent, respectively.
http://www.zdnet.com/latest-os-share-data-shows-windows-stil...
Re:Why you should use OpenGL and not DirectX by ekianjo on Thursday December 05, 2013 @08:54PM (#6858880)
Market share if one thing, but we are looking at a segment of gamers which may be split differently. Who says there isn't a larger proportion of Linux gamers in that segment, for example? If Humble Bundle is any indication, it looks like the Mac gamers segment and the Linux gamer segment is actually pretty close in size.
Re:Why you should use OpenGL and not DirectX by MaulingMonkey on Thursday December 05, 2013 @12:43PM (#6855789)
> as well as MS platforms (perfectly/badly is another question)

Not all of them unless you count using an OpenGL-to-DirectX wrapper library. "Cross platform" sometimes means writing all the platform specific code yourself.

Re:Why you should use OpenGL and not DirectX by runjake on Thursday December 05, 2013 @11:30AM (#6855219)
These questions are the entire point of the article.