Linked by Thom Holwerda on Mon 21st Jan 2013 21:17 UTC
Windows The Verge has a learned a few interesting things about Google deprecating EAS and how this will affect Windows Phone users. As it turns out, Google informed Microsoft it was planning to remove EAS in the summer of last year, but without giving a firm date. Microsoft has been trying to get a six-month extension from Google, but so far with no luck. In the meantime, Microsoft is also working on adding CardDAV and CalDAV support to Windows Phone - so yay open standards.
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RE: worst case for MS
by Nelson on Tue 22nd Jan 2013 04:01 UTC in reply to "worst case for MS"
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Microsoft will side step OpenGL in the following ways:

1) Windows (up to 7):
DirectX is king on Windows. Huge titles are written in DirectX. There is an extensive catalog and many, many years of accumulated legacy code which uses DirectX.

Key questions to ask:
- How many games use enough middleware to make them rendering platform agnostic?
- How many developer studios go DirectX first vs OpenGL first? (I go into this a bit below in the Xbox section)

2) Windows 8 and the Windows Store
The Windows Store supports DirectX 11.1 and as such, porting a lot of Windows 7 apps is now a viable option. You will begin to see DirectX apps move to the Windows Store.

I believe that in the next year, you'll see unbelievable growth in the Windows Store. That will cause pressure on Windows Phone and even on Xbox ISVs to share code between the platforms (assuming Microsoft can get their ducks in a row w.r.t indie development on the 360 which is a mess at the moment)

3) Xbox
Xbox supports DirectX and there are a lot of big name games written using DirectX. Yes, I understand some of these (more so than maybe on the PC) are also running on OpenGL, but it is often an afterthought. In my experience, I've seen a lot more low quality ports to the PS3 rather than the other way around.

It doesn't seem to me, at least, that a large amounts of studios are using OpenGL first. Again, maybe I'm wrong.

4) Windows Phone 8
Windows Phone 8 now supports native code and DirectX. In addition, the Windows Phone 8 port of WinRT enables massive amounts of code sharing between Windows 8 and Windows Phone 8.

Windows Phone has traditionally had a good game selection, with this, I expect Windows Store DirectX apps to be ported to Windows Phone 8.

5) Developer Preference
Most people I've run into that use DirectX, don't exactly seem to hate it. Nor have I seen a lot of developers lamenting the fact that they lose out on cross platform support, because that story isn't really coherent yet on Linux and to a lesser extent, OSX.

Some caveats:
I have not taken a hard enough look at iOS, Android, and other platforms that use OpenGL to know if there is enough there to tip the scales.

I'm not convinced its a sure thing for DirectX, but this seems to me the plausible strategy that Microsoft is employing.

There is a lot of noise about how Microsoft has put XAML and the WinRT (and even Metro) everywhere, and to an extent, they have.

However, the one platform that is unquestionable ubiquitous on Microsoft platforms now is DirectX. This is an extremely valuable proposition for developers, and I think it stands a good chance of boosting DirectX.

Edited 2013-01-22 04:04 UTC

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