![]() ![]() The process of defining the next Direct3D API is akin to binding arbitration - the stake-holders are all brought in, experts are consulted, and Microsoft has the final say about what’s in and what’s out. I only wish Sony would finally provide an ES 2.0 implimentation.įor those who have said OpenGL does not lag Direct3D, I ask you this: How long did it take GL itself (not extensions) to adopt proper vertex buffers after DirectX had done so? The problem with extensions is that for some period of time, you must have separate rendering paths for each extension you support and for some combinations of extensions, and you must maintain this for some time even after, if ever, the extension is adopted into the mainline.ĭirect3D doesn’t have this problem because Microsoft takes a more-active role in defining the standard. When you have your own high-level construct in place, you have access to low-level internals of the hardware, and the payoff is increased performance over several years company-wide (plus licensees), then it makes no sense having a middle-man API in between which doesn’t map as well as you’d like to either the high-level construct or the low-level hardware details.Īll that said, for those few games that don’t push the envelope and don’t have to be so diligent about performance (by design, rather than lazy programming) OpenGL|ES makes plenty of sense. Some titles have used it for non-intensive rendering (things like HUD overlays, GUIs and menu screens), but most everyone prefers the thinner API Sony provides for intense rendering, as it provides the best performance and is more flexible in mapping to their own high-level engines. Basically no PS3 game uses vanilla OpenGL|ES as provided by Sony in the SDK. ![]()
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