don't deny...open GL>DX10
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The face in the lower right corner... That is CGI, it was posted at CGtalk a while ago.
Edit: And as the above poster said, tech demos vs player models. xaosII's link shows that several are CGI too, not tech demos. (the strogg guy and the old guy at the bottem I saw at cgtalk.)
DX10 not pwned.
Did you know that Open GL and Direct X are programming APIs?
Both are only an interface for accessing the hardware.
Image quality only have to do with shader and texture quality, both made by the developer itself.
It's a matter of preference if a programmer will use OGL or DX.
The only significant advantage OGL has over DX is that it gets support for new hardware features earlier.
Did you know that Open GL and Direct X are programming APIs?
Both are only an interface for accessing the hardware.
Image quality only have to do with shader and texture quality, both made by the developer itself.
It's a matter of preference if a programmer will use OGL or DX.
The only significant advantage OGL has over DX is that it gets support for new hardware features earlier.
MagnuzGuerra
Also, OpenGl is not limited to Windows programming :)
[QUOTE="MagnuzGuerra"]Did you know that Open GL and Direct X are programming APIs?
Both are only an interface for accessing the hardware.
Image quality only have to do with shader and texture quality, both made by the developer itself.
It's a matter of preference if a programmer will use OGL or DX.
The only significant advantage OGL has over DX is that it gets support for new hardware features earlier.
hamidious
Also, OpenGl is not limited to Windows programming :)
Yes, but most developers aim for Windows when making games. I don't blame them, it's the most popular os.
It's needed to use GLUT or SDL to be fully portable though.
Microsoft really pissed me off when it decided to can hardware support for DirectSound in Vista. Now I'm a 100% free of DX programmer :) I liked the DirectSound programming model, but to make all the effort to only get a mediocre stereo sound is foolish...:evil:DX > Open GL
As anyone who played Open GL games from the start of it all... Knows when you go to play older games... They look like jiggly jello.
Not the case with DX.
DX > Open GL
As anyone who played Open GL games from the start of it all... Knows when you go to play older games... They look like jiggly jello.
Not the case with DX.
Truth_Hurts_U
Um... Doom 3? UT2004? Quake4? Unreal Engine 3? Any console game you saw on Gamecube and PS2? WoW? Id's tech demo?
Basically, it doesn't matter what API you use, all that matters is the hardware underneath... OpenGL is no faster or better than DirectX10, unless you want to have stuff avaliable on multiple platforms...
EA is now going to start OpenGL development as they're going to be making games for OSX, and of course, they'll look the same as their DirectX counterparts...
Graphics API arguments probably shouldn't be here because 98% of the people here aren't programmers...ssbfalco
Just like newer versions of Open GL and Video cards that support it... Shouldn't turn your games into jello.
[QUOTE="Truth_Hurts_U"]DX > Open GL
As anyone who played Open GL games from the start of it all... Knows when you go to play older games... They look like jiggly jello.
Not the case with DX.
ssbfalco
[QUOTE="ssbfalco"][QUOTE="Truth_Hurts_U"]DX > Open GL
As anyone who played Open GL games from the start of it all... Knows when you go to play older games... They look like jiggly jello.
Not the case with DX.
Harbadakus
Oh, I forgot about HL and CS... Uh... those games look more crisp than ever with newer hardware. It's possible that you have your OpenGL settings on high performance mode (in fact, maybe your DX settings there as well) rather than balanced or high quality...
I think he means older games, like Quake, Half-life, Doom etc. (although I dont remember them looking like jiggly jello in opengl :? )
Harbadakus
Yeah, I'm talking about older games running on new versions of Open GL and GPUs.
King Pin makes my eyes bleed now.
Oh, I forgot about HL and CS... Uh... those games look more crisp than ever with newer hardware. It's possible that you have your OpenGL settings on high performance mode (in fact, maybe your DX settings there as well) rather than balanced or high quality...
ssbfalco
If you just put Half Life on your PC with out updating it. You will see what I mean.
Half Life is always getting updated because of the beloved Counter Strike.
[QUOTE="ssbfalco"]Oh, I forgot about HL and CS... Uh... those games look more crisp than ever with newer hardware. It's possible that you have your OpenGL settings on high performance mode (in fact, maybe your DX settings there as well) rather than balanced or high quality...
Truth_Hurts_U
If you just put Half Life on your PC with out updating it. You will see what I mean.
Half Life is always getting updated because of the beloved Counter Strike.
Thing is, I do have old CS 1.6 on my newer machines and they run much better and crisper than before... And this is on an ATI card (X1400), and ATI never had the best OGL support...
Thing is, I do have old CS 1.6 on my newer machines and they run much better and crisper than before... And this is on an ATI card (X1400), and ATI never had the best OGL support...
ssbfalco
I started playing CS around Beta 3... Beta 7 was the best... Then at version 1 I stopped playing it. I don't know what version there up to now. But version 1.6 can't be too old.
Ummm... Do you all realise that DirectX is needed to play OpenGL games? It's Direct3D vs OpenGL.
Example: Half-Life 2 = Direct3D; Quake 4 = OpenGL
Ummm... Do you all realise that DirectX is needed to play OpenGL games? It's Direct3D vs OpenGL.
Example: Half-Life 2 = Direct3D; Quake 4 = OpenGL
WESTBLADE
That makes sense only if the game maps the opengl calls to their direct3d counterparts, so you would really be emulating opengl but really using directx.
A real opengl game like never winter nights, quake and doom don't require directx when using opengl.
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