ps3 opengl??? 360 direct x9?? wats the diff?

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bigLLL

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#1 bigLLL
Member since 2005 • 3688 Posts

with computers u always here about direct x9 and x10 is just starting to come out, but sony is opengl?? is that right... so what is the difference between opengl and direct x9/x10 ? sorry for the newb question

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haseeb_1989

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#2 haseeb_1989
Member since 2005 • 1322 Posts

with computers u always here about direct x9 and x10 is just starting to come out, but sony is opengl?? is that right... so what is the difference between opengl and direct x9/x10 ? sorry for the newb question

bigLLL

There isnt a big different, in some ways open gl is superior execpt its harder to program than directx. Its just microsoft makes directx and because of them most windows developers use directx thats why its more popular.

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haseeb_1989

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#3 haseeb_1989
Member since 2005 • 1322 Posts

Also....

For a long time, Direct3D was considered to be pretty bad compared to OpenGL. Many people now believe that Direct3D is the standard for graphics on Windows platforms, not OpenGL. Microsoft works very closely with graphics hardware companies to make sure that any new features that they introduce will be supported in Direct3D. Often, Direct3D supports features before cards do.

In general, Direct3D is designed to be a 3D hardware interface. The feature set of Direct3D is derived from the feature set of what hardware provides. OpenGL, on the other hand, is designed to be a 3D rendering system that may be hardware accelerated. These two APIs are fundamentally designed under two separate modes of thought. The fact that the two APIs have become so similar in functionality shows how well hardware is converging into user functionality.

Even so, there are functional differences in how the two APIs work. Direct3D expects the application to manage hardware resources; OpenGL makes the implementation do it. This tradeoff for OpenGL decreases difficulty in developing for the API, while at the same time increasing the complexity of creating an implementation (or driver) that performs well. With Direct3D, the developer must manage hardware resources independently - however, the implementation is simpler, and developers have the flexibility to allocate resources in the most efficient way possible for their application.

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bigLLL

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#4 bigLLL
Member since 2005 • 3688 Posts
Thanks for the post haseeb
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haseeb_1989

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#5 haseeb_1989
Member since 2005 • 1322 Posts

Thanks for the post haseebbigLLL

No problem.

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jsnepo

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#6 jsnepo
Member since 2003 • 1593 Posts

[QUOTE="bigLLL"]Thanks for the post haseebhaseeb_1989

No problem.

That's a very informative post.

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haseeb_1989

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#7 haseeb_1989
Member since 2005 • 1322 Posts
Thanks i guess.
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Sephiroth228

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#8 Sephiroth228
Member since 2006 • 1109 Posts

Also....

For a long time, Direct3D was considered to be pretty bad compared to OpenGL. Many people now believe that Direct3D is the standard for graphics on Windows platforms, not OpenGL. Microsoft works very closely with graphics hardware companies to make sure that any new features that they introduce will be supported in Direct3D. Often, Direct3D supports features before cards do.

In general, Direct3D is designed to be a 3D hardware interface. The feature set of Direct3D is derived from the feature set of what hardware provides. OpenGL, on the other hand, is designed to be a 3D rendering system that may be hardware accelerated. These two APIs are fundamentally designed under two separate modes of thought. The fact that the two APIs have become so similar in functionality shows how well hardware is converging into user functionality.

Even so, there are functional differences in how the two APIs work. Direct3D expects the application to manage hardware resources; OpenGL makes the implementation do it. This tradeoff for OpenGL decreases difficulty in developing for the API, while at the same time increasing the complexity of creating an implementation (or driver) that performs well. With Direct3D, the developer must manage hardware resources independently - however, the implementation is simpler, and developers have the flexibility to allocate resources in the most efficient way possible for their application.

haseeb_1989
very well said
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teebeenz

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#9 teebeenz
Member since 2006 • 4362 Posts
Comes down to this. OpenGL is on every single platform you can imagine, its free, its fast.... DirectX is on MS platforms, its not free, and sure as hell not fast. DX was made to allow MS to keep devlopers making games just for them, and the idiots fell for it. Now MS is trying to remove GL support from Windows 100%. Bastards.
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Deihmos

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#10 Deihmos
Member since 2007 • 7819 Posts

with computers u always here about direct x9 and x10 is just starting to come out, but sony is opengl?? is that right... so what is the difference between opengl and direct x9/x10 ? sorry for the newb question

bigLLL

Direct3Dis the Microsoft API and OpenGL is an openAPI. Once ago some PC games supported both like UT 2004 but not anymore. Now all games are made with Direct3D but OpenGL is still used in animated films and what not. it's also used with the Wii and PS3.

HowDirect3D managed to dominate PC games is along read. Google it if interested.

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teebeenz

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#12 teebeenz
Member since 2006 • 4362 Posts
UE3 and the Megatexture engine both still use GL. UE3 however uses DX on Windows becuase they're lazy.
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Deihmos

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#13 Deihmos
Member since 2007 • 7819 Posts

I have not seen an OpenGL game on PC in many years. There were few that supported both like UT 2004 but I never saw another after that.

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Blanco98

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#14 Blanco98
Member since 2006 • 1118 Posts
LOL are these engines??? Anyways isent Direct X9 and x10 the crysis engines??? will somebody help me understand wats going on
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phoenixrebirth

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#15 phoenixrebirth
Member since 2006 • 899 Posts

No. DirectX 9.0c and DirectX10 are the graphical applications of Crysis. I believe the engine Crysis is using a new version of the Far Cry engine.

This should help ya out on explaning what an engine and directx 10 / open gl is:

http://en.wikipedia.org/wiki/Game_engine

http://en.wikipedia.org/wiki/Application_programming_interface