open gl question

Anarchist420

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Feb 13, 2010
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1. is it easier to force driver aa for opengl than it is for dx11?

2. is openGL more like DX9 when it comes to driver-forcing AA?

one thing ive never liked about DX10 and 11 is that so few games have driver-forced aa plus the fact that it can't use all the features available in hardware. i heard dx11 encourages apps to have the aa settings whether that's true i dont know but knowing microsoft im sure that they dont want each ihv to be unique... they've been trying to crush any individuality between the ihvs with results that have been disastrous for those who arent satisfied with everything they see.

dx9 sucks because it couldnt do direct depth access, because it is limited to 24 bit z-buffer precision (despite what some would say it is not enough because the original unreal was rendered linear in eyespace and the insufficiency of 24 bits is easily seen with the z-range hack and without it too where there is an S-load of z-fighting), and because it didnt support Order Independent Transparency. too much is missed with minimum specifications so that's why it's better not to have them.
 

Anarchist420

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bump, let me know if my questions aren't clear:) ignore the ranting as it may be inaccurate and/or if it makes you want to not answer the questions.

ignore the 2nd question too as it's redundant.

lastly... if someone can recommend where i could go to get more answers for this type of stuff, id love to know. beyond3d is great, but ive been banned (at the ISP level) from there so i obviously cant go there.
 
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bystander36

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Apr 1, 2013
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Isn't that a little bit of a broad comparison?

OpenGL is an equivalent to DirectX, not a specific version of DirectX. OpenGL has versions as well.
 

Anarchist420

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bfg10k, cerb?

i guess i am never going to get an answer. im going to read some more about it and maybe find an answer, but it would lovely if someone here could answer me... almost as good as being able to ask questions at beyond3d would be.
 

FalseChristian

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Jan 7, 2002
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OpenGL 4.3 is as good as DirectX 11.2. John Carmack of id software (Doom, Quake1/2/3, Doom3, Rage) only uses OpenGL because it's easier to work with and the iMAC's support it, too.