Valve: Steam’d Penguins
Posted Jul 18, 2012 21:07 UTC (Wed) by
daniel (subscriber, #3181)
In reply to:
Valve: Steam’d Penguins by slashdot
Parent article:
Valve: Steam’d Penguins
The basic problem of OpenGL is that it is a hugely bloated interface, and as a whole doesn't fit well either modern hardware or modern games.
However, it generally supports all GPU features (and often more than DirectX thanks to extensions), so it's mostly a performance, correctness and ease of use problem.
The fact that almost all Windows games use DirectX when they could instead use OpenGL is pretty telling (and no, there are no roadblocks to using OpenGL on Windows).
You are out of touch with recent developments. For one thing, OpenGL currently dominates 3D gaming, with the exception of the XBox walled garden and the PC segment where Microsoft narrowly failed to kill it off. Otherwise, OpenGL is completely uncontested in the rapidly growing phone and tablet market, and is also PS3 and Nintendo. No game company in their right mind would start a new project that fails to support OpenGL.
Modern OpenGL, 3.0+, has been cleanly factored into two parts: 1) a "legacy profile" that will eventually move to a separate library and 2) core OpenGL consisting of drawarrays, Vertex Buffer Objects, shader support, and various other facilities that map well to modern GPU hardware. There is no way you can describe OpenGL as bloated. It now ranks as one of the cleanest and most tightly defined libraries for anything, anywhere. And frankly, it is also very nice to have the friendly old legacy support around as an option, which in many cases is the quickest way to try out some new idea, then if it works out you put in the (modest) extra work to port it to the modern pipeline.
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