Return of the DirectX vs. OpenGL Debates

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Anandtech published Return of the DirectX vs. OpenGL Debates

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With the announcement of DirectX 12 features like low-level programming, it appears we're having a revival of the DirectX vs. OpenGL debates—and we can toss AMD's Mantle into the mix in place of Glide (RIP 3dfx). I was around back in the days of the flame wars between OGL and DX1/2/3 devotees, with id Software's John Carmack and others weighing in on behalf of OGL at the time. As Microsoft continued to add features to DX, and with a healthy dose of marketing muscle, the subject mostly faded away after a few years. Today, the vast majority of Windows games run on DirectX, but with mobile platforms predominantly using variants of OpenGL (i.e. smartphones and tablets use a subset called OpenGL ES—the ES being for "Embedded Systems") we're seeing a bit of a resurgence in OGL use. There's also the increasing support of Linux and OS X, making a cross-platform grapics API even more desirable.

At the Game Developers Conference 2014, in a panel including NVIDIA's Cass Everitt and John McDonald, AMD's Graham Sellers, and Intel's Tim Foley, explanations and demonstrations were given suggesting OpenGL could unlock as much as a 7X to 15X improvement in performance. Even without fine tuning, they note that in general OpenGL code is around 1.3X faster than DirectX. It almost makes you wonder why we ever settled for DirectX in the first place—particularly considering many developers felt DirectX code was always a bit more complex than OpenGL code. Anyway, if you have an interest in graphics programming (or happen to be a game developer), you can find a full set of 130 slides from the presentation on NVIDIA's blog. Not surprisingly, Valve is also promoting OpenGL in various ways; the same link also has a video from a couple weeks back at Steam Dev Days covering the same topic.
 Return of the DirectX vs. OpenGL Debates @ Anandtech