Linked by Thom Holwerda on Thu 2nd Aug 2012 16:48 UTC, submitted by aargh
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RE[2]: Comment by lucas_maximus
by lucas_maximus on Fri 3rd Aug 2012 13:50
in reply to "RE: Comment by lucas_maximus"
As for DX9 being an old API, consider the fact that OpenGL on Linux is an old version of the API too (not as up to date as OGL on windows), so one could argue that DX9's age isn't an issue here.
Direct X 9.0c is an ageing implementation of an API on a Operating system that is going to be unsupported in 2 years time.
Vendors supply their own version of the OpenGL stack on an OS. So the driver code and probably their implementations has been optimized since 2004 (which is what it stated in the article), so no surprise it is faster.
As for portability yes Direct X is only going to work on 3 different platforms, but quite a lot of games have both an OpenGL mode and a Direct X mode. Indicating that it isn't that hard to write a wrapper around both APIs.
RE[2]: Comment by lucas_maximus
by moondevil on Sun 5th Aug 2012 05:35
in reply to "RE: Comment by lucas_maximus"
But of course, regardless of performance, the problem with DirectX is that it is a non-starter where portability is concerned. If it wasn't for the DX-only XBox, no sane developper would do the extra work of maintaining two similar APIs.
There is more than just OpenGL and DirectX out there.
As I mentioned on another thread, usually each gaming system has a different graphics API.
When everything is done by the same studio, usually an abstraction layer is created that exposes the required set of features across gaming systems.
Additionally some publishers prefer to focus on a main platform, while outsourcing ports to separate gaming systems. In this case each outsourcing studio gets to rewrite the graphics engine for the system being requested.
RE[2]: Comment by lucas_maximus
by zima on Tue 7th Aug 2012 22:30
in reply to "RE: Comment by lucas_maximus"
the problem with DirectX is that it is a non-starter where portability is concerned. If it wasn't for the DX-only XBox, no sane developper would do the extra work of maintaining two similar APIs. They'd just use OpenGL, which is available on more platforms.
In practice when such choices really matter (for example, indy devs without much resources, making the small games of the like that got fairly popular recently on Xbox Live or mobile phones), going DirectX in a way (actually, even "more MS" - XNA) might be the smoothest & least-work way towards multi-platform... http://monogame.codeplex.com/ (with existing examples in iOS and Android stores, Linux)




Member since:
2006-02-24
You're arguing against a point that nobody is making (certainly not the original Valve article).
The "Linux faster than Windows" point only concerns the game running OpenGL (315fps vs 300fps). Once you compare OpenGL to DirectX, it's apples to oranges because the devs didn't spend as much time optimising both APIs. Comparing Linux/OGL to Windows/DX is silly. Case in point: Valve is hoping to use what they learned optimising OGL to optimise DX as well.
As for DX9 being an old API, consider the fact that OpenGL on Linux is an old version of the API too (not as up to date as OGL on windows), so one could argue that DX9's age isn't an issue here.
But of course, regardless of performance, the problem with DirectX is that it is a non-starter where portability is concerned. If it wasn't for the DX-only XBox, no sane developper would do the extra work of maintaining two similar APIs. They'd just use OpenGL, which is available on more platforms.