Originally posted by: drag
Everybody else uses the OpenGL API for 3d capabilities.. Microsoft is the only one that makes graphic card people support something different.
This is dragging us really offtopic, but your take on the situation is twisted. First of all, "everybody else" comprises about 5% of the desktop market. As far as ATI and nVidia are concerned, these other platforms are not top-priority.
Second of all, ATI and nVidia are no big fans of OpenGL; the Architecture Review Board has angered them several times. ATI and nVidia get along with Microsoft just fine. They don't complain about being "coerced" as you seem to be implying.
They realize what is responsible for their sales: the gaming industry. And for games, most developers prefer the DirectX APIs precisely because they were designed in a unified fashion with game experience in mind. They have consistent audio, video, and input APIs focused on the same agenda. By contrast, only some of the OpenGL APIs are really useful for games, and other parts of game development must be left to other, less standardized libraries, which are missing nice features like synchronized audio/video support. Microsoft really goes out of its way to provide a first-class game development platform.
Anyway, my original point had nothing to do with the OpenGL vs. Direct3D battle. Whether you're using Direct3d or OpenGL, two different GPUs may render the same set of instructions completely differently. So now you have to experiment with different implementations, trying to get all platforms to look similar. You don't want to alienate one segment of the hardware market with inferior behavior.
THEN if you start to throw in a different underlying hardware/OS platform, you've just expanded your set of variables which could alter gameplay. It's a whole new set of potential bugs. And if you're only targeting 5% of the desktop market (e.g., OS X) then what's the point?
As for ROI.. the reason, as I understand it, that Linux and such has accelerated opengl graphics in the first place is because the folks in the high end market wanted fast 3d on Linux and were willing to pay for it.
I agree with you there. But keep in mind that the high-end market is not the gaming industry, and because OpenGL was mostly designed with the high-end market in mind (heavily SGI-influenced) it works well for them. But those same features don't necessarily translate well to the gaming industry.