Is there anything better / faster / colder than Open GL?

Do big games really also use Open GL? Or are there some proprietary technologies that can scare Open GL pants?

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Functionally, you can perform the same output using the API (OpenGL or DirectX). Several game engines abstract the core API from the developer, which leads to games that can use any API and could potentially be a cross platform.

Some examples of this are most of the id software (doom, quake, etc.) and any games that use their engine. World of Warcraft also supports Direct3D or Opengl. In addition, several games with pairs / valves that run on Windows, Mac and, according to rumors, Linux.

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OpenGL and Direct3D provide comparable access to the GPU.

"Really really really really really really big games" use one of them, among other non-graphic libraries, many experienced programmers, artists, musicians, game designers, level designers and other employees to create these games "which cost billions to develop."

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OpenGL and Direct3D are heavy hitters in the gaming world. Do not be afraid of pants from another.

Note, however, that large game houses will use commercial game engines, which for the most part will hide these APIs.

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Most PC (and xbox360) games use Direct3D, but some use OpenGL.

You can learn more about Direct3D and download all of this from Microsoft here ... http://msdn.microsoft.com/en-us/aa937791.aspx

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Really large games use a graphics abstraction layer (as basszero is mentioned), since they must target different platforms with different APIs:

Xbox 360 : D3D9+ PS3 : libgcm Vista/Win7: D3D9, D3D10, D3D11 XP : D3D9 OSX : OpenGL 
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The simple answer is: no, there is no direct alternative to OpenGL that is clearly superior. Direct3D is pretty much the only competitor of any kind, and although it is certainly competitive, it does not take any major advantage.

From time to time, Direct3D has an advantage in speed - it is controlled by Microsoft, which can quickly change the specification to take advantage of the latest graphics card updates. At that time, OpenGL was controlled by a multi-vendor (ARB) architecture review board. Decisions about new versions of OpenGL took a lot of time, and a significant number of vendors seemed to be more worried about backward compatibility than they took full advantage of all the new tricks as fast as the hardware manufacturers invented them (and nVidia and ATI are competitive enough to come up with , and quickly at the same time).

Since then, OpenGL management has been transferred to the Khronos group. There was some disagreement about the parts of what they did with the specification (in particular, the depreciation of many functions that quite a lot of people use), but one thing is open to a small question: now they revise new versions of the specification relatively quickly, so it provides access to functions even the latest equipment.

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Direct3D if you work at Microsoft.

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Source: https://habr.com/ru/post/1308134/


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