OpenGL vs DirectX

Sony has its own API and uses OpenGL as a secondary.

I do hope that OpenGL changes to be more inviting to game devs as a competitve graphics API. That’s not going to happen quickly, especially because the majority of libraries developed by big game companies use the DirectX API. Rewriting those libraries for OpenGL would take time and effort, a process that would have to have serious benefits for them to undertake. OpenGL will have to change if they want to corner the video game market that Microsoft dominates with DirectX.

And as a ginger kid in a mostly ginger family, I take offense at your silly, silly comment. I’ll have to beat you with my haggis-powered bagpipes.

I did few projects just for fun (and to learn new stuff of course :wink: )
Currently working on small, TBA commercial game. And before you ask, yes, I’m developing dx renderer. It was way easier than making dx-like wrapper for ogl to fit it into my component model.

Nope, cooperation is needed when you want this nice ‘Games for Windows’ tag on your box, otherwise you just develop->sell.

Did some small-scale testing in the name of science. OSX with the latest graphics drivers vs Windows 7 with the latest ATI drivers found on its website.

Same resolution, exact same settings on both platforms, same circumstances (nothing running apart from steam with 1 chat window). I left out AA because it still seems to be wonky on the OSX front (apparently AAx4 gives better quality than AAx8 while AAx8 nearly eats away 80% of the performance)

Mac 01

PC 01

Mac 02 (pesky sniper didn’t feel like leaving that area, but still higher performance on Mac)

PC 02

Only difference in image quality I notice is that the OSX screenshots seem a bit less vibrant. Apart from that both platforms look the same, with OSX (OpenGL) performing slightly better than Windows 7 (DirectX).

Not that I deny that OpenGL has higher performance than DirectX, but TF2 is a very unoptimized game and I recommend you to do the same test in HL2/EP2 for more exact results.

Well, does the Mac and PC you tried it on have the exact same system specs?

The Mac is the PC.

You also have to take into account the OS itself. Windows may use more memory or has more background processing than OSX.

To be honest, which ever one is most freindly, good written coding can make ALL the difference in the world, we all know this, ones gonna always be better then the other at some point, but if GL starts making a comeback, microsoft will get there act together.

Yes, since it was on the exact same computer through Bootcamp (and no, Bootcamp doesn’t slow Windows down at all)

I’d do some Episode 2 tests, but don’t have it installed on Windows atm and cba with downloading everything again. Might give it a shot tomorrow or something.

Anyway, to show that AA is a bit bugged right now in either OSX or Source (probably Source, seeing as AA works fine in WoW)

01 - Changing from AAx0 to AAx4

02 - From AAx4 to AAx8

03 - Same view, but after using Exposé

04 - Back to spawn (dropped to 23 fps while running, but forgot to take a screenshot of that, this one is right after Exposé again)

05 - Slowly look around a bit
06 - Some more slow looking

07 - Again…

08 - SUDDENLY! A quick mousemovement
09 - Ran back outside and took a screenshot (yes, back to 50+ because of the screenshot)

10 - Running around at Scout’s pace

11 - Still running around and throwing the mouse around quickly

11 - Aww, round lost, fps lost

There’s basically no difference in image quality between AA 4x and AA 8x.

There is a teeny weeny bit of difference: notice the wires hanging from the rafter-thingy between the 2 towers in the back… If you zoom in on that, you can see that there’s a fatter kind of AA going on there (less smooth) than with the x8 screenshot…

But yes, apart from that, no difference… Hell, I can’t even notice the difference between AA turned off and set to x8 while actively playing.

Bolteh are you creating all of these pictures and links if so what gpu you flying on?

Yes, it’s my portion of ridiculous science, using an ATI Radeon HD 4850 512MB.

You see not on tf2 as much, the game is solidly made, thats why there probably not much improvement, but say hl2 for example, i was playing combine destiny mod and whacked on AA x16 and unbelievably noticed the difference.

In the end DirectX will always be at least almost as good as OpenGL. Regardless of how better OpenGL gets Microsoft has more funds and resources. When creativity and talent are at a lose Microsoft always has the option to throw money at it.

I have yet to test my new baby gpu :slight_smile:

If you want to get technical, we’re comparing OpenGL to Direct3D. (Don’t worry, I only get technical when it actually matters) The advantage of DirectX as a whole is that it provides a lot for you. The XInput system for controllers, audio systems, GFWL network automation (yes, I hate GFWL’s horrific update system too, but developers don’t seem to), etc.

I’d really hope from the iPad and iPhone game craze that Apple could see towards providing a more complete system for games on OS X. That sort of thing is mainly what kept Valve from porting Source to the mac a long time ago. They went to Apple, who said “Oh yes, gaming is a very important part of the OS X platform. We’d love to help.” So Valve game them a list of things to do, came back a year later and they hadn’t exactly bothered with it.

I have always sort of wondered how different it is making an OSX/Windows OpenGL game from making a PS3 or DS game.

Katana - i see what your saying, i dont understand why Mac havent picked up on it either, itd help there sales if they had a vast majority of compatible software/games on there side aswell.

“Just so people are aware, there is an issue involving VRAM usage for textures where OpenGL can wind up using more VRAM than it should, and one of the side effects can be driver thrashing especially at high resolutions where MSAA is turned on. The good news is that this issue has been well characterized and can be addressed from the app side. The bad news is that our change for this is still in testing. So I would avoid drawing any conclusions on this front until both a driver update and the game update have shipped.”

Well that explains.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.