OpenGL != OpenGL ES != WebGL, yes they are all based on the same concepts, but require separate code paths and different shader versions.
Whilst technically true, WebGL is designed to have API compatibility with OpenGL ES (2), which in turn is based off of OpenGL (2). OpenGL ES 3 and WebGL 2 are beginning to emerge and are based off of OpenGL 3. In my experience shaders that work with WebGL will also work with OpenGL ES 2 and OpenGL 2.1. Equivalent versions tend to use the same concepts. On the other hand, code written for desktop (v3+) won't work on mobile, because the desktop version is one version ahead of mobile (and I imagind that it will be for several more versions).
Back in the day that was true, but I don't think that's the case these days. Xbox is obviously DirectX. Wii was OpenGL, and I think Sony used OpenGL as well.
Wii had its own API too, though closer to OpenGL, still wasn't OpenGL.
I'm a huge fan of OpenGL, but evangelists have been spreading misinformation about OpenGL just as much as they accuse DirectX as.
Anyone that cares about graphics programming on game consoles knows how broken or non existent such support is.
Specially when enough information is actually publicly available for anyone that cares about game development, in online forums, games magazines, conferences and game courses.
As to why and where I gained this misinformation I don't know. But somewhere along the line I've gotten my wires crossed.
I don't know how much still holds for the XBox One, but for instance the XBox 360 version of DirectX is very different from the PC version: it's much closer to the metal and exposes pretty much all the GPU functionalities.
Here is a thread talking about XBox 360 dev: http://beyond3d.com/showthread.php?t=62049
Could you explain that? I've played some pretty great games on my iPhone/iPad over the last few years. There certainly are games that could stand up to the average PC release (remember BattleField 7 and Call of Duty 18 are not average). Many are at least easily comparable to games of the 16 bit era.
A sample from my purchased apps list: Battleheart, Beat Sneak Bandit, Brainsss, Device 6, Fieldrunners, Edge, Game Dev Story, Girls Like Robots, One Tap Hero, Punch Quest, The Room, Slayin, Spider, Spy Mouse, Star Command, Supermagical, Tiny Heroes, Tiny Thief, Waking Marks, and Zenbound.
This doesn't include 'tiny' games, ports, digital version of boardgames, etc.
WoW, Rift, Guild Wars, SC, competitive FPS's, Witcher style RPG's, Elder Scrolls, etc. these are not games you will be playing on a tablet. There exists a clear divide between casual and serious gamers.
I don't mean to imply that there's anything wrong or inherently inferior about the more casual side of things, just that they really are two very different markets.
Then there are the hardcore games. Eve Online, World of Warcraft, Call of Duty, Grand Theft Auto, Street Fighter 4, etc. These games often require lots of skill or dedication, and are often big budget titles.
But there is a ton of stuff in between. Games that you might be able to play fast but are very difficult (like Spelunky), that the player can choose how to play (Minecraft or Terraria), that just aren't designed to be highly competitive and difficult (Sly Cooper series, maybe Ratchet and Clank series), aren't hardcore ultra-deep sims (SimCity, Game Dev Story), and many sports games (Madden, NBA2k, etc).
Some people go really deep on some games and play them in a 'hardcore' way. The lines aren't easy as I know many people think World of Warcraft has been dumbed-down throughout the expansions to where it may not be 'hardcore' for many people.
But that's my general taxonomy. Casual, 'normal', hardcore.
Thanks to android being open source people can take it and build ...stuff.. with it. I'm sure you have heard of it: http://en.wikipedia.org/wiki/Ouya
And while it's very low-end, there is still stuff like http://www.youtube.com/watch?v=ldwU96PGOyM which might not be a "real" game but it seems pretty close.
Now imagine the next generation of android consoles with OpenGL ES 3.0 and more powerful GPUs.
OpenGL dominates casual platforms.
DirectX dominates "traditional gaming" platforms.
While they had OGL implementations, all of them basically require you to write against a low-level proprietary api to be competitive with other games on the platform.
I'd bet money that in two years time 2 out of the top 5 "real" games will be available on iOS and/or Android. (Not entirely sure how we are defining "real" games, though).
And I shouldn't have used the term "real". I'm talking about games like WoW. Many (many) buttons that need to be pressed quickly in response to your opponent (not talking about LFR obviously...).
So, essentially, your argument is that control schemes should be dumbed down so that they play on mobile? Yeah, that will go over well.
I'd note that it's pretty hard to do tilt-control on a PC...
And there are already plenty of actions games on iOS that work well (and need to be more responsive than WoW).
Anyway, iOS controller support means the touch screen isn't the only input device.
With PhyreEngine being used as main prototype engine.
Lots of nice technical documents available at http://develop.scee.net/publications
PS4 API is called GNM, http://www.eurogamer.net/articles/digitalfoundry-how-the-cre...
iOS - OpenGL ES
Android - OpenGL ES
Mac - OpenGL
Linux - OpenGL
HTML5 - WebGL (based on OpenGL ES) - even in IE!
Emerging platforms like Tizen, Firefox OS - OpenGL ES/WebGL
DirectX is just for Windows and Windows Phone. Isn't it getting to the point where the bother of having to write a DirectX port might cause developers to skip the Windows platforms, or stick to OpenGL on Windows desktop? Windows isn't as overwhelmingly important as it used to be, and couldn't the fact that DirectX is different start to work against MS? Imagine if Blackberry came out with their own custom 3D API - wouldn't that only serve to hurt them?