Linked by Thom Holwerda on Wed 10th Jul 2013 15:03 UTC
Windows I have a Surface RT tablet. I bought it because I'm a Windows Phone user, and despite its major flaws, I still hate WP much less than I hate its competitors. As such, it made sense to me that I would like the Surface RT as well - I mean, my favourite UI on a tablet? Count me in! It should come as no surprise by now that Windows RT was a major disappointment, so now that the Windows 8.1 preview is here, did Microsoft address any of the major problems?
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So a lack of OpenGL, no free device, and a USB flash drive are what's holding you back?

Actually, free device and usb flash drive I don't really care much about.. I purchased a Lumia while in the states with the hopes of porting my stuff (I develop an in-company 3D & 2D game engine that we use to make plenty of games for our clients, and occasionally license to other companies, and will hopefully be open sourced begining next year).

But writing a 3D renderer is a lot of work, each time I have to port the engine to a new platform that has a different rendering API (like 3DS, PS3, PSVita) It takes me a couple of weeks to get every little detail working, plus optimizing it. Anything else is rather easy to port.

I used to have a DirectX9 backend originally which was the main backend and worked nice, but when the mobile trend started and Macs started gaining more relevance, I just moved everything to OpenGL ES 2.0, which worked virtually everywhere.

So it really puzzles me Microsoft is not supporting this standard. They honestly don't have anything to gain by pushing DirectX at this point as an alternative and OpenGL ES is way too relevant to ignore now, and if they are adding WebGL support to IE11, it's just a bit more work to get there.

Reply Parent Score: 2

galvanash Member since:

I think you totally correct on this one. Microsoft needs to come around...

Seriously, every point you made is totally accurate. Their problem (imo) is they thought they would be able to leverage existing Windows game developers (PC and console) to fill their catalog, but the turnout hasn't been stellar.

In hindsight, what would have really helped them is having a good amount of application "parity", i.e. the large catalog of existing and new games being developed for Android and iOS... If they would have catered to that developer audience, they may have gotten at least a few of the bigger publishers to come on board by making it relatively painless for them.

Having exclusive game content is great, but you need the meat and potatoes stuff too. That is where their app catalog is severely lacking - the reality is that there are very few cross-platform developers bothering to even consider Windows Phone and RT as targets because it is the odd duck...

If they make it easy for them it becomes a different value proposition - they don't have to get stellar sales to make it worth their while because it wouldn't require a large amount of time and effort to target for Windows.

The way things are now, with no OpenGL ES, it just isn't worth the time for the established mobile game developers to bother with... Microsoft needs to realize that in this market they are not the 800 lbs gorilla and start acting like it. They spend alot of time and money convincing their own developers (who are already on the bandwagon) to target mobile - but they are not realizing that there are ALOT of developers who don't need convincing - what they need is an appropriate cross platform target.

OpenGL ES won. It has no competition and probably never will in mobile. Microsoft should realize this and get with the program.

Reply Parent Score: 2