Prior to the XP timeframe almost all new proofs and working understanding of new features came under OpenGL because we could actually use them without having to wait for months or years for MS to get around to adding them to DirectX.
You stated-
It was only great when there was nothing else, or today, on platforms where there indeed is nothing else.
Vendor extensions allowed developers to have titles launch that had features built in that weren't in DirectX at the time of their release, let alone a couple years in advance when they needed to have support for development purposes. You try and marginalize this if you'd like, Sweeney, Carmack and Newell all held out moving to pure DirectX support until version 8 or later. If MS allowed custom extensions in DirectX the way that OpenGL did then Sweeney and Newell at least would have moved over sooner. Sweeney is *still* lamenting this today(when Intel was trying to build hype for Larrabee they had an interview with Sweeney laying out exactly why DirectX still sucks- lack of flexibility was his main point).
I remember when every vendor had their list of crap that worked. Screw that. I don't lament it one bit, as a consumer. I can buy a major vendor (only options, now) DirectX <n> card, and it will just work, 99% of the time, for DX games, and that has been the case for over 10 years, now.
OpenGL today is
not great. It's good, it works, but much of that has come from MS deciding DX features, and then the OpenGL folks going, "oh, well let's just all use that, since we know it will be there." Cg/HLSL/GLSL is a perfect example. MS has been leading the way since about DX 9.0. However. their non-technical people, though, are trying to make that not true for future, at this time, it seems, by playing the entrenched nickel-and-dimer, while their competitors have visions to sell consumers.
Lack of flexibility, which OpenGL trumped DirectX in because of vendor extensions, was a *very* real reason why it held on for so long. It is also the main reason why it absolutely owned pro 3D for even longer. If you are seriously trying to call it a strawman, then you are ignorant on this subject.
Me: DirectX determining common feature set support was good, due to not relying on vendor extensions for most current features, and helped make it far more popular.
You: Custom extensions kept OpenGL useful for a long time.
It's not inaccurate in its statement, but it's disregarding the point, presenting a side item as a counterargument (OpenGL's usefulness).
So the ~80% of the gaming market that isn't Windows or XBox doesn't matter. So sayeth you. Does it even need to be explained how ignorant that is? I don't think so, let's move on.
That other ~80% indeed does not matter, and it's not ignorance.
It's context. The context was using GPUs in Microsoft Windows, since those environments are the only ones that support DirectX and OpenGL. If you don't have DX anyway, how good or bad it may be doesn't matter one bit.
Drop the lunatic fanboy mindset. Did I ever say that OpenGL was *better* then Direct3D? Nope, never came close to approaching anything of the sort. Did OpenGL have very, very real advantages over Direct3D? Yes, yes it did.
It still does, in a broader view than Windows, which accounts for a
fragment of a sentence. So far, most people have preferred to improve OpenGL implementations, v. making their own API (again, excepting some esoteric embedded hardware and software--and OpenGL ES will be replacing what's left outside the OpenGL umbrella shortly, I'm guessing).
But, that's well beyond the scope of my reply to Anarchist420, which only involved the one platform where any kind of choice exists--Windows--and also in the context of only video games. Outside of Windows gaming with 3D hardware, my reply to Anarchist420 had basically no meaning.
The last version of Windows that was called NT was version 4.
That's what I was running, from '97-'00.
So, link me up these Windows NT Direct X 11 libraries.
XP and newer only for OpenGL 4, Vista and newer only for DX 11. NT has long been past EOL, so no GPU vendors have been making new drivers for it. Software rendering libraries would be kind of pointless to try to play games with. I wouldn't expect XP support for the next OpenGL iteration, either since it will be EOL, soon. NT >= 6.0, however, has plenty of support, and will for several more years.
NT4 was my primary OS until 2K hit(when I could finally drop the dual boot with Win98)- I am very well versed in what Windows NT could and could not do for gaming- and if you wanted to port a game to Windows NT you used OpenGL. Again, you can try and say that you decide what Windows is called and not Microsoft, but reality doesn't agree with that line of thought.
Iit's not just me. NT, without a version, is commonly used in the same way 9x is.
No, it is setting a platform standard. Do nVidia and AMD both offer a rather lengthy list of capabilities that go outside of the D3D specification? Yes. If you can pull the IEEE standard up that mandates D3D compliance I will gladly say that I am wrong without hesitation.
Multiple major hardware vendors adhere to it--all of them that want to run Windows. Being proprietary, not vetted by ISO or IEEE, does not make it less of a standard. That kind of standard is something MS has wanted to generally avoid (otherwise, they could very well have just mandated a set of OpenGL extensions that must be supported for Windows version X, and been done with the 3D part of it all).
Their shrinking market has far more to do with Ballmer than anything technical, one way or another. With Windows 8 once again not using supersets, WinRT only being half a Windows OS, licensing changes to server applications, and so on, I can't feel bad for them, either. I almost wonder of the board wants to let Ballmer go on until the company has to be bought by Apple :sneaky:.
Sony, Nintendo, iOS, Android, Mac OS and Linux developers are curious about where this D3D development environment is. The majority of the gaming world uses something that is *NOT* D3D. That is reality.
A reality I not once denied. I have been dealing in Windows, Windows, and Windows, because that's the only place DirectX exists. Outside of Windows, benefits or drawbacks of DirectX are irrelevant.