Originally posted by: Sylvanas
Interesting info Virge.
Shaders have always been needlessly difficult under OpenGL, and Geometry Shaders are damn near impossible to use given the current API.
So I take it this a usability/programming standpoint that OpenGL is 'harder' to code for? So is it 'quicker' (better performing) to implement the use of Shaders/Geometry in DX opposed to OgL? I look at Dx10 today and it is not exactly the best example of a an API that performs well in comparison to DX9 (take a look at Crysis for example). Yet then if I were to take the example of Doom3 which looked excellent and still performed relatively well in comparison to DX9 counterparts- what is the point of DX when the same can be achieved with a cross platform API?
It is pretty much impossible to compare performance between DX9 and DX10 because DX10 is vista exclusively. There has been MASSIVE rewrites to the way things are displayed on your screen in vista, mostly to avoid tearing. As a result, almost all games preform at a lower FPS in vista then in XP and people start saying "Vista sucks 'cause its so slow"
DX9 was where shaders really started to become easy to program in DX, and 10 extended that usability much further. The whole point of using DX10 was because it extended what you can do much further, throwing out some of the major concepts that had held priority up till then.
Doom3 may look good, but at what cost? And currently that is the question that game manufactures face. Most models now focus on "How fast can we get this product out" rather then "Can we make this a quality game" Even those that go for quality see OGL as a large cost (because of the extra time) rather then a cross platform benefit.
Sorry, but until Linux becomes more main stream (More then the 1% market share it holds over desktop users) I doubt we will see gaming companies that are too concerned over cross-platform stuff. Even then, I think a fair amount of them would rather develop the project then go to wine and make whatever corrections are needed to get their game running rather then worry about developing a whole new rendering engine.