DudeMiester
Regular
It depends on what you mean by DirectX, if you mean DX9 then I'd say OGL is better, but no so with DX10. It incorperates most of the features that makes OGL better (shared GPU, not much kernal code) and it has a much more streamlined API, but it's categorically not extensible, it's non-portable and not a public industry standard. Thus, DX10 is slightly better from a technical perspective, but slightly worse from a cross-platform/maintainability perspective.
However, this advantage will not last. First of all, control OpenGL will be transferred from the ARB to the Kronos Group by the end of this year, which will help ensure faster updates and stronger marketing. Second, OpenGL has excellent profiling, at least with Nvidia, thanks to the latest versions of NVPerfHUD. Most importantly, there are already plans for an OGL 3.0 that breaks backwards compatibility and is far more sophicsticated then DX10. Of course, this still maintains BC by seperating the API into legacy and current profiles, which the application selects by how it loads OGL. Anyways, the proposed API fully abstracts all state into well-structured objects, exposes shaders for geometry, framebuffer sampling and texturing sampling, offers more types of interpolants, adds instancing, and throws in some more sophisticated data formats/arrays. It will come out in the form of OGL extentions starting ASAP until the final API can be decided on.
http://www.gamedev.net/columns/events/gdc2006/article.asp?id=233
However, this advantage will not last. First of all, control OpenGL will be transferred from the ARB to the Kronos Group by the end of this year, which will help ensure faster updates and stronger marketing. Second, OpenGL has excellent profiling, at least with Nvidia, thanks to the latest versions of NVPerfHUD. Most importantly, there are already plans for an OGL 3.0 that breaks backwards compatibility and is far more sophicsticated then DX10. Of course, this still maintains BC by seperating the API into legacy and current profiles, which the application selects by how it loads OGL. Anyways, the proposed API fully abstracts all state into well-structured objects, exposes shaders for geometry, framebuffer sampling and texturing sampling, offers more types of interpolants, adds instancing, and throws in some more sophisticated data formats/arrays. It will come out in the form of OGL extentions starting ASAP until the final API can be decided on.
http://www.gamedev.net/columns/events/gdc2006/article.asp?id=233
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