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Microsoft Entertainment Games

Microsoft Quits OpenGL ARB 525

gatesh8r writes "According to this story at the Register, it seems that MS has decided to up and quit the OpenGL ARB, in persuit of "focus our energies on improving and evolving our own Windows graphics platform" -- which means they only want DirectX. I'm not too suprised by this move, as OpenGL is the only viable API (along with SDL) for cross-platform multimedia and gaming software."
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Microsoft Quits OpenGL ARB

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  • Patents (Score:5, Funny)

    by naoursla ( 99850 ) on Monday March 03, 2003 @09:10PM (#5429078) Homepage Journal
    Meaning "If you aren't going to force users to pay for our patents then we will".
    • Re:Patents (Score:2, Interesting)

      Actually you are more right then you know?

      Was being a part of the board preventing them from enforcing some lame patents they have on 3d technology?

  • Go Figure. (Score:2, Interesting)

    by E-Rock-23 ( 470500 )
    Next thing you know, they'll just come right out and say "Look, it's our way or the highway." At which point we'll all look at them, laugh, and say "Whatever, chief."

    Screw Microsoft and their proprietary methods. Once we get Bushy boy out of office, look for more anti-trust charges to be filed hot on the heels of the European case.

    First Post, by the way, that actaully has relevance to the discussion topic. Ain't I slick. LOL
    • Re:Go Figure. (Score:4, Interesting)

      by sql*kitten ( 1359 ) on Tuesday March 04, 2003 @09:10AM (#5432035)
      Screw Microsoft and their proprietary methods. Once we get Bushy boy out of office, look for more anti-trust charges to be filed hot on the heels of the European case.

      Yeah, and while we're at it, why not have Coke sell Pepsi at all their franchises too?

      Microsoft leaving the ARB means nothing, as third parties are still quite welcome to write their own drivers, and they will, because workstation software (like CAD packages) aren't going to move off OpenGL anytime soon. You will still be able to get OpenGL drivers for your Quadro or Fire card.
  • by Animats ( 122034 ) on Monday March 03, 2003 @09:11PM (#5429081) Homepage
    And just before GDC, too.
  • So what? (Score:5, Interesting)

    by Breakfast Pants ( 323698 ) on Monday March 03, 2003 @09:12PM (#5429088) Journal
    Why should they want to be involved in openGL anyway? Where's the beef, so to speak. How an entertainment console without all of the above and integrated direct X, who's stopping microsoft from doing tha without being in the ARB? I hope you can see the various problems microsoft brings itself by being present on the committee for openGL, what with all the conflicts of interest that arise from the association and etc.
    • Re:So what? (Score:5, Insightful)

      by swordboy ( 472941 ) on Monday March 03, 2003 @09:27PM (#5429209) Journal
      Why should they want to be involved in openGL anyway?

      They actually had quite the predicament - "Back in the day", they needed to support OpenGL in order to gain access to some nice CAD applications but then that fucking Carmack went off and leveraged it for the Best Damn Gaming Engine ever... If it weren't for Carmack, then we'd all be stuck in D3D hell - no cross-platform gaming for YOU!

      But this is an interesting twist that I think the OSS community could use for leverage. Perhaps Carmack could work with Redhat or some other large OSS corporation in order to develop an entire fucking gaming environment - put the CD in the damn PC and boot directly to your game. They could create a specification to which PC manufacturers could adhere - obviously driver suport would be a nightmare but if it was created extensibly enough, this wouldn't be a problem (i.e. - "compile" an updated/custom CD and burn it).

      Provided you could boot Linux on Xbox and PS2, you'd have one environment for development - just make the game and release for multiple platforms. Get the BIOS makers involved and this sounds like a big party on the grave of Bill Gates.
      • Re:So what? (Score:2, Insightful)

        I thought about this a while back and the main problem is the "reboot" portion. Think back to the old DOS days and you'll remember the inconveniences. Granted this approach provides a more "generic" console like environment on the PC but reality is that it just wouldn't be well accepted because of the need to reboot. Maybe a better approach would be a virtual machine a-la Bochs that is based on Linux. Either that or (gasp) Java3D.
        • Re:So what? (Score:5, Interesting)

          by swordboy ( 472941 ) on Monday March 03, 2003 @11:30PM (#5430056) Journal
          I thought about this a while back and the main problem is the "reboot" portion.

          Yeah.. I hear ya'.... But it is possible to boot an OS from inside Windows ala BeOS.

          I think that the moral of the story is:

          Even if you don't play games anymore (like Quake or Doom... whatever... once you get to be a certain age, games don't appeal to you anymore...), go ahead and buy a copy because the future of driver support rests on Carmack's decisions. If he moves to D3D, then we are DOOM'ed. If Carmack moves to D3D, then every hardware manufacturer can't support OSS profitably... Microsoft picked a very convenient time, economically... They should be punished by the DOJ based on this decision (since they have been ruled a monopoly).

          If only he could come up with an OpenSL environment (open-Sound-Layer).
      • Knoppix (Score:5, Informative)

        by dmaxwell ( 43234 ) on Monday March 03, 2003 @10:39PM (#5429769)

        But this is an interesting twist that I think the OSS community could use for leverage. Perhaps Carmack could work with Redhat or some other large OSS corporation in order to develop an entire fucking gaming environment - put the CD in the damn PC and boot directly to your game. They could create a specification to which PC manufacturers could adhere - obviously driver suport would be a nightmare but if it was created extensibly enough, this wouldn't be a problem (i.e. - "compile" an updated/custom CD and burn it).

        Knoppix can boot to a full desktop with video+sound+net provided it knows about the hardware. The only trouble I've had with Knoppix are nForce boards. Yes, NVidia provides drivers. No, they can't be incorporated on the CDs because NVidia's license for their proprietary drivers is braindead in this respect.

        Anyway, Knoppix shows that something like what the parent poster proposed is possible. Because it employs a compressed filesystem, Knopppix comes with 2 GB of software. A Knoppix-style game DVD could hold all but the most involved games in its entirety.

        I don't think it would amount to a dance on the grave of MS. It would be fun to watch MS pooh-pooh it though.

        • Re:Knoppix (Score:3, Informative)

          I thought about making a live-cd for halflife with wine, just because im tired of how often my windows install breaks.
          Theres already a gentoo based UT2k3 demo livecd, making one for halflife couldnt be too hard.
      • Re:So what? (Score:5, Informative)

        by the_real_tigga ( 568488 ) <(ten.egrofecruos.sresu) (ta) (sorhpen)> on Monday March 03, 2003 @11:31PM (#5430059) Journal
        ...in order to develop an entire fucking gaming environment - put the CD in the damn PC and boot directly to your game.

        The thing exists and it's called the Gentoo Linux UT2003 LiveCD [ibiblio.org].
  • by civad ( 569109 ) on Monday March 03, 2003 @09:15PM (#5429104)
    M$ just showed that it doesnt want to have anything that is even remotely related to the word "Open"
    • wasn't it also true that they wanted to change NT's name because they wanted it more associated with Windows? i just remember a friend saying something about that, but i never caught what they were going to change it to. although, i know it was already called Windows NT
    • by Locutus ( 9039 )
      on the contrary, Microsoft is attempting to get everyone to think it's "open". Just look at any of the press releases and eWeak articles about the XML file format used in the next version of MS Word.

      They want people to think they are open with .NET stuff too.

      I think they've either found they can't control the OpenGL spec or feel they've done enough damage to it to be able to walk away. With Linux being the darling of the movie studios these days, OpenGL has got to play into that market big time. It's interesting and puzzling. IMO.

      LoB
    • by sean23007 ( 143364 ) on Monday March 03, 2003 @11:10PM (#5429964) Homepage Journal
      They want to release their own product to compete with DirectX and call it "SharedGL".
  • conclusion (Score:5, Insightful)

    by dollargonzo ( 519030 ) on Monday March 03, 2003 @09:15PM (#5429105) Homepage
    the architecture review board was about making standards. whether or not someone adheres to them is a separate issue. if m$ makes directx better as a result of "focusing" their energies, that would be great. they haven't exactly been adhering to the opengl standards with any of their software, so nothing has really changed.

  • Why did MS buy... (Score:5, Interesting)

    by LinuxGeek ( 6139 ) <djand...nc@@@gmail...com> on Monday March 03, 2003 @09:19PM (#5429139)
    the patents to OpenGL [geek.com] from SGI in 2002 if they don't want to even be on the guiding board?

    Sure is a good thing that MS isn't abusing their monopoly position in the computer markets. Otherwise this move could be considered harmful to any competition that needs cross platform graphics capability. A developer would be crazy to interpret this as a strengthening of Microsofts position with OpenGL.
    • Why did SGI sell the patents to MS in the first place? I wonder who was President of SGI around that time..
      • by Ryan Amos ( 16972 ) on Monday March 03, 2003 @09:45PM (#5429380)
        The jury is still out on this one, but I think it's called money.
        • not money (Score:3, Insightful)

          by dpilot ( 134227 )
          Microsoft generally isn't about money.

          It's about control.

          If you have control, the money flows on its own. Up until LicenseV6, Microsoft acted consistently this way. But a substantial part of their control consists of having a lot of money, so maybe they did need to activate the money pump.
    • by Anonymous Coward
      Why did MS buy...the patents to OpenGL from SGI in 2002 if they don't want to even be on the guilding board?

      It does make sense, really. This actually makes pretty clear where Microsoft is going with OpenGL. From where I see it, not only does this get them out of having to bother with keeping OpenGL 'supported' on Windows, but they get to sue people that put it ON Windows for patent infringement. If you own the patent for a software process, and deliberately choose not to support it - AND you're a monopoly, you've just killed a technology.

      Brilliant on their part. Use DirectX, or you'll be talking to our lawyers.

    • by johnjones ( 14274 ) on Monday March 03, 2003 @09:51PM (#5429418) Homepage Journal
      they quit because they where asked to disclose any patents they held that where related to OpenGL 2.0

      if they had said "we have these patents and you guys can use them after all thats what OpenGL is about we used SGI patents for years in NT" they people sould ship OpenGL 2 with no problems

      or "we dont have any patents covering OpenGL" then peoplle could ship OpenGL 2 and if Microsoft turned around latter and said we have patents and we want money then everyone would have told them to go whistle as they did not declare at discovery

      this looks like RAMBUS and JEDEC all over again

      what does this mean for OpenGL ?

      well everyone else has a few patents OpenGL was a way of combining they wealth

      what is needed is a BIG stick to beat MS into line now I would say that SONY are the only people who could really benefit from OpenGL 2.0 and have a big enough stick and dont want MS in the living room (wich is where they are heading with tablets and HDdisc recorders )

      PS2 Graphics interface sucked if they really would like to make it nice they would implement OpenGL 2.0 clean (no legacy stuff) and stick with the SPU2 this would make people kill the X BOX for sure and get back the living room for SONY

      otherwise watch out

      regards

      John Jones
      • by bonzoesc ( 155812 ) on Monday March 03, 2003 @10:33PM (#5429729) Homepage
        PS2 Graphics interface sucked if they really would like to make it nice they would implement OpenGL 2.0 clean (no legacy stuff) and stick with the SPU2 this would make people kill the X BOX for sure and get back the living room for SONY
        Of course it's the graphics interface, not the games that use it, that make the console. Sure the PS2 had no easy way to do graphics (look at the first-draft games from most companies (The Bouncer, Zone of the Enders) vs. the later ones or ones that used some sort of middleware (MGS2, GTA3, FFX (if you count it as a game and not a series of cinematics separated by rock-paper-scissors battles and some insipid puzzles)), but you might also notice that it came out a year ahead of the competition, allowing it to grab a huge portion of the market (80%). Now, look at the Xbox, which is built around a CPU with 20-year old architecture and has support for DirectX, which makes it an undoubtedly friendlier platform than the PS2's bizarro Emotion Engine and something-else chip.

        The only way MS will get a better part of the market with Xbox 2 is to release it before anybody else, which they're pretty well suited to doing. The Xbox was designed in half the time that the GCN was, and although it is less graceful a design, it's certainly made up for it with technical superiority, Halo, and Splinter Cell (SC used the Unreal engine, oddly enough).

        • > The Xbox was designed in half the time that the GCN was,

          With the result that it costs more than twice as much to manufacture. They may be neck and neck in terms of sales, but only one of them is actually turning a profit for it's parent company.

          Oh, and 'technical superiority'? I think not. Metroid looks better than Halo, and there's a perfect port of Splinter Cell on the way for the Cube (heck, the PS2 port of SC is pretty damn close).
  • I don't know why they even bothered to join in the first place, maybe because it would be more evil to pretend to go along with it for a while.

    Like MS will EVER endorse ANYTHING AT ALL that isn't propriatry to them!

  • by Anonymous Coward
    That is to say, how many major modern 3D games are primarily rendered with OpenGL, rather than Direct3D?

    Of those, how many are ported to any other platform than Win32?

    It sounds like what Microsoft is doing is bailing out of a sunken (not sinking) ship, and just going with what's been working anyway.

    Time to put your hopes into SDL...clearly other platforms are going to have to have something to entice gamemakers to import to them. If Microsoft won't support OpenGL, then they're the only integrated Windows player around. SDL will have to successfully get installations on Windows and Linux both, and get games ported to it.

    Yeah, well, a man can dream.

    • See:

      Aspyr [aspyr.com]
      MacPlay [macplay.com]

      There's also MacSoft but I don't see too many ports coming from them.

      Many of the A+ titles make it to the Mac at least.

      How many Quake3 engine games have there been? Wolf3d, MOH, SOFII, STV:EF, JKII, etc. Afaik all of these titles have been ported and are OGL since they're based on the Q3 engine.

      Just wait until the Doom 3 engine is done, I'm sure it will find its way into just as many if not more games, and I wouldn't be terribly surprised if those find their way to the Mac or Linux (if anyone other than LGP can step forward and put some cash down on some decent ports).
  • Since Microsoft is no longer a member of the group that gets to decide what goes into OpenGL... Are they going to simply stop at that, thereby saying, DirectX is superior, and we don't have the time to mess around with OpenGL... or are they going to move to make graphics drivers WHQL certified not support OpenGL, but only DirectX? Are manufacturers of graphics cards such as Nvidia and ATI going to feel pressure from microsoft NOT to support OpenGL in their drivers? Is that where this might be headed?

    Not that that would be a bad thing, since there are many companies out there that create good OpenGL drivers for every video card imaginable (for the right price of course)... but would microsoft lack of support, or possible active "anti-support" of OpenGL be enough to kill it?
    • What about basicly every 3d modelling and animation package on the planet? They all run on OpenGL, and many of them are cross platform. OpenGL isn't going to die any time soon. Direct3d may just become the little cute 3d API which people write games in, not for any "serious" work. I don't see any signs of 3d application developers porting to Direct3d.
  • by blenderfish ( 156901 ) on Monday March 03, 2003 @09:27PM (#5429207)

    Frankly, I think whether NVidia (and to a lesser extent, ATI) support OpenGL is far more important than what MS thinks. Microsoft has been openly anti-OpenGL for games for a long time (remember their deal with SGI?) But the OS support (i.e., "how well my game is going to work if I write it in OpenGL") is almost exclusively driver-dependant.If NVidia said "screw it, we're not going to support OpenGL; it's too much programming hassle" two years ago, that would've pretty much been curtains.

    Why is NVidia still supporting OpenGL? Well, for one, their chipsets have traditionally been built around OpenGL. Secondly, they are really trying to capture the Academic market that SGI is dropping. Universities don't use DirectX. Finally, they have a lot of resources-- they can afford the software developers (and testers, etc.) to write both OpenGL and DirectX drivers.
    Finally, as kind of an overall reason, the two APIs are not fundamentally dissimilar; you can pretty much implement one as a wrapper around the other.

    I guess my point is that NVidia (and, again, to a lesser extent, ATI) has the ball here, and I think it is certainly predictable (even noble, given their conflict-of-interests) of Microsoft to step down, and this certainly does NOT spell the end of OpenGL for games.
    • End of open gl? (Score:3, Interesting)

      by FredFnord ( 635797 )
      Well, bear in mind that MS bought a bunch of patents for stuff relating to OpenGL from SGI. If they want to stay a member of the OpenGL group they have to disclose and agree to cross-license patents. Do they have any interest in doing so? Hardly.

      Basically, they'll wait a year or two and then serve everyone who uses OpenGL notice that they are infringing on patents and ask for big fines, and promises not to do it again.

      I wonder if they can also sue users for using OpenGL patents without a license. I mean, wouldn't it be interesting if MS could sue everyone who bought the (fabled) Linux and Mac versions of Neverwinter Nights? Sort of an inverse class-action.

      -fred
    • by Osty ( 16825 ) on Monday March 03, 2003 @11:21PM (#5430022)

      Well, for one, their chipsets have traditionally been built around OpenGL.

      Nope. nVidia learned early on to develop API-agnostic hardware. They also learned not to waste time developing their own proprietary API (a la 3[Dd]fx's Glide), and instead choose to support whatever APIs are currently the most popular. That means DirectX and OpenGL (they would've supported Glide back in the day, had 3dfx allowed them, or had they purchased 3dfx before Glide was moot). From day one (well, Riva128 days, anyway), nVidia has supported DirectX and OpenGL. And lately, given nVidia's close relationship with Microsoft (XBox, DX8 shader implementation), one would be inclined to think that nVidia builds their hardware around DX rather than OGL. Is that bad? IMHO, no, but make your own decision.


      As another poster mentioned, theCarmack almost single-handedly popularized OpenGL for game work, and the popularity of Id games and engines means that modern video card companies must support OpenGL. Neither nVidia nor ATi will be giving up on OpenGL any time soon, especially with Doom3 right around the corner.

    • I'd go a little further than just that. Actually, it's three words:

      ID's John Carmack.

      If people want Doom 3 on their computers, or any derivative thereof, or any derivative of Quake 3 (RTCW, Star Wars, etc), OpenGL is necessary. Once ID and John Carmack decide that DirectX is actually a *good* API to work with, then we'll see OpenGL die. The problem is that DirectX and Direct3D totally suck ass. In fact, every API that MS has come up with totally sucks.

      I think that it would just be healthier for them to embrace OpenGL 2.0, instead of trying to stonewall it. Eventually, the gov't is gonna step in and smack them upside the head too. Using the broad install base of Windows to kill OpenGL progression would be considered anti-competitive.

  • Consortia (Score:5, Interesting)

    by arvindn ( 542080 ) on Monday March 03, 2003 @09:28PM (#5429215) Homepage Journal
    The reason OpenGL has been struggling is the openGL consortium in the first place: made of giants each with own interests and unable to reach any consensus most of the time.

    I wonder if it isn't possible to build cross-platform graphics standards the way internet standards are built: after-the-fact, with the benefit of hindsight, mainly developed by loosely connected hackers, and formality and consortia only when absolutely necessary.

    If I may draw a parallel, X-window stagnated a lot in its early years when it was developed by the X consortium. In more recent times, development has been a lot more open, and it has got rapidly better.

  • Why this matters... (Score:5, Interesting)

    by FullCircle ( 643323 ) on Monday March 03, 2003 @09:31PM (#5429239)
    Microsoft bought MANY of SGI's key 3D patents a year or two ago. SGI had allowed the use of these patents in OpenGL. This means that they may decide that we have to pay for those features or withhold them altogether. The screws could get really tight for 3D on anything but Windows.
  • Just remeber MS is very capable of f*ing up DirectX just like they did with radioActiveX
  • Good for all parties (Score:5, Informative)

    by lavalyn ( 649886 ) on Monday March 03, 2003 @09:32PM (#5429254) Homepage Journal
    The DirectX platform has (since around 6.0) been a way to get a consistent 2D, 3D, and sound interface using all available hardware acceleration, sometimes at the expense of inconsistent results between hardware. While Windows software has started using the DirectX platform for development work (3D Studio MAX has Direct3D support), the focus in DirectX is low-latency gaming.


    OpenGL has prided itself on being a fully featured and complete solution for 3D rendering, using hardware as available. It remains the accepted and de facto standard in top development (CAD, 3D modelling) environments.


    While Linux may be hurt by the loss of whatever little support Microsoft offered the OpenGL platform, removing Microsoft's focus in speed from OpenGL will allow both sides to improve what each think are important.

  • shudder. (Score:5, Funny)

    by twitter ( 104583 ) on Monday March 03, 2003 @09:32PM (#5429255) Homepage Journal
    "focus our energies on improving and evolving our own Windows graphics platform"

    Did anyone else read that as:

    "focus our energies on imposing and evolving our own Windows graphics platform"?

  • by GlassUser ( 190787 ) <slashdot@glassuG ... r.net minus poet> on Monday March 03, 2003 @09:33PM (#5429266) Homepage Journal
    So what's stopping someone from writing an emulation layer? To be usable, the API has to be pretty much documented at a cleanroom level, right? How much difference can there be in displaying stuff? Convert some DX commands to OGL and keep going.
  • by NeuroManson ( 214835 ) on Monday March 03, 2003 @09:33PM (#5429267) Homepage
    Odd, since I played with it since it's days on SGI systems, and not once to I remember the 3D engine being used in either audio or video applications. It's a 3D rendering engine, and nothing more, or so I was led to believe (over a 10 year period no less).

    If it has, can anyone pass along a link to the site hosting the codec? This could outdo DiVX!
    • Did you miss the "(along with SDL)" section of the statement? Or do you just have trouble parsing english?

      Or maybe you had a problem parsing the "and gaming software" section of the statement?

      Or maybe you don't consider anything with 3D graphics to be multimedia? Even if it has sound, and text, and wraps videos around the 3D objects?

  • by BWJones ( 18351 ) on Monday March 03, 2003 @09:36PM (#5429297) Homepage Journal
    Well, it appears that there are a number of viable alternatives that folks are starting to pay attention to including Linux, OS X and others. This is simply an effort at maintaining their monopoly given that other potential platforms have Microsoft concerned. The less effort Microsoft puts into OpenGL, the less attention developers will give to it and the harder it will become to port DirectX based applications from Windows to other platforms.

    Like it or not, we have two major influences to thank for not letting OpenGL die. Apple and Carmack.

    Yes, DirectX is nice and fast, but there are some that argue OpenGL has a lot more potential in it, especially given that it is cross-platform. Eventually all of this (I hope) will turn around and bite M$ in the ass especially when they abandon backwards compatibility with the next big version of Windows.

    • The reason why QuickDraw and QuickDraw3D died the quiet death is becuase JC went to Jobs and told him, basically, you want game developers to write stuff for the Mac, implement OpenGL.

      Lo and behold, MacOS releases since Steve took the reins and video cards that he's thrown in have all had good OpenGL support.
  • This is bad news (Score:5, Insightful)

    by azcoffeehabit ( 533327 ) on Monday March 03, 2003 @09:38PM (#5429316)
    Why do I have the feeling that very soon MS will pull their patents [theregister.co.uk] for the high-level shaders (aquired from SGI) from OpenGL forcing OpenGLs shaders back into the dark ages.
    Well, get out your vendor specific shader white papers out.. your gonna need 'em.
    • Ain't gonna happen. Those patents are for tangent space bumpmapping. Both D3D and OpenGL games have been doing that for a couple years. If they wanted to enforce that patent, they would have to sue every game company that has put out a game the last couple years. That would not be good for business. MS may be evil, but they are smart. Developers could just refuse to make XBox games and then MS would be hooped.
  • This is great news. (Score:3, Interesting)

    by Trogre ( 513942 ) on Monday March 03, 2003 @09:39PM (#5429322) Homepage
    It was obvious right from the beginning that the only reason Microsoft sat on the board was to keep an eye on the competition to their own Direct3D API, and hinder OGL development in any way possible.

    Now perhaps the board can move forward without entities like Microsoft bogging them down.

  • by cheinonen ( 318646 ) <(cheinonen) (at) (hotmail.com)> on Monday March 03, 2003 @09:41PM (#5429344)
    So Microsoft left the board for a standard that directly competes with a different standard that they have full control over, right? Why would you want Microsoft on the OpenGL board? Why would it ever be in Microsofts best interests to have OpenGL thrive as opposed to DirectX? Would it benefit Microsoft to direct the OpenGL board in such a way that it fails and DirectX benefits as a result?


    OpenGL did OK when the markets that mattered (games) were pushing it over DirectX, even though Windows didn't have built in support for it. If people want OpenGL to continue to succeed, then they don't need Microsoft to support them, they need the products on the market to use OpenGL instead of DirectX by making OpenGL the better platform. I fail to see how Microsoft leaving the board will harm OpenGL in anyway, or should be unexpected or even a reason to make them into the villian.

  • ARB members are bound by the ARB bylaws. Non- members aren't.

    BTW, this is really old news.

    -- Daniel, Epic Games Inc.
  • What does this mean for Apple's Aqua? didnt it just become more OpenGL based and use more of the nVidia/Ati card features that have those OpenGL features onboard?
    • by Anonymous Coward
      Nothing for Aqua... Aqua is the user interface.

      You're thinking of the underlying rendering engine, Quartz EXTREEEEEEEME! *ahem* Sorry.

      Quartz Extreme does the 2D rendering on CPU (for various reasons), then blits the resultant window bits to OpenGL as textures with alpha channels for compositing and warping. This is how you get the sweet sweet transparency effects handled by the GPU 3D pipeline.
  • by Dunkalis ( 566394 ) <.crichards. .at. .gmx.net.> on Monday March 03, 2003 @09:49PM (#5429409)
    Microsoft has never been a company that adhered to common standards, but they can't ignore the amount of Windows applications that use OpenGL. Many workstation applications use OpenGL, since it provides things that DirectX does not have. I don't even think DirectX is superior in games, since UT/Linux has a higher FPS than UT/Windows, and most other games compare similarly. If Microsoft dropped support for OpenGL entirely, they would lose the workstation market that they stole from SGI, IBM, HP, and Sun.

    OpenGL is here to stay folks. It is not as advanced as some of the pretty features of DirectX (ooh...shaders), but it will have them soon enough, and OpenGL is still widely used. It ain't dead. Not by a long shot.
  • Direct3D not DirectX (Score:5, Informative)

    by emarkp ( 67813 ) <[moc.qdaor] [ta] [todhsals]> on Monday March 03, 2003 @09:53PM (#5429443) Journal
    Everyone remember: Direct3D is a subset of DirectX, and OpenGL only provides functionality comparable to Direct3D (and DirectDraw--but DirectDraw and Direct3D have pretty much merged last I checked).

    Initiatives like SDL and OpenAL are good efforts to make cross-platform standards for other portions of functionality that DirectX spans.

    I wonder what Carmack will have to say about this?
  • Hmmph! Bad timing, neh? Good luck trying to get Carmack to support that system now.
  • by Marvel Man ( 593480 ) on Monday March 03, 2003 @10:39PM (#5429763)
    "which means they only want DirectX. I'm not too suprised by this move, as OpenGL is the only viable API blah blah blah....." If you haven't noticed, OpenGL is going nowhere fast. I wouldn't want to spend whatever money it costs them to be involved in it either. I use both Windows(only for a few games) and Linux. OpenGL barely does anything anymore in terms of advancing, while DirectX is moving and fairly well. They are going in a good direction and I would personally prefer they focus on that. OpenGL will be there for those programs that are going to use it, but thinking OpenGL will replace DirectX is nothing but a pipe dream. I thought most of you "Down with Microsoft" zealots wouldn't want Microsoft involved in anything on your non-MS OS. So isn't this a winning situation for you?
  • by Midnight Thunder ( 17205 ) on Monday March 03, 2003 @10:52PM (#5429861) Homepage Journal
    While we're on the subject of OpenGL, I would like to say that combining Java and OpenGL, as in the OpenGL for Java [sourceforge.net], you get to see that Java isn't really that slow and that OpenGL provides something that DirectX just won't.
  • does it matter? (Score:3, Insightful)

    by g4dget ( 579145 ) on Monday March 03, 2003 @11:38PM (#5430090)
    Since Microsoft is doing their own 3D APIs no matter what, and since non-Microsoft platforms can't implement Microsoft's APIs anyway, we will be stuck with two low-level APIs anyway, whether Microsoft supports OpenGL or not.

    In reality, neither OpenGL nor Direct3D are particularly nice APIs, and the future will likely belong to software layers on top of them. Once you have those, it matters less whether there are one or two backends.

  • OpenGL still matters (Score:5, Interesting)

    by Gruuue ( 171191 ) on Monday March 03, 2003 @11:45PM (#5430129) Homepage
    I develop an Open Source 3D space simulation called Celestia that runs on Linux, Windows, and MacOS X. The Linux and Mac users are a minority, but a very significant one whose contributions to the project are disproportionate to their numbers. I would be very disappointed to see OpenGL disappear on the Windows platform. In order to continue cross-platform support, I'd be forced to write an abstraction layer on top of Direct3D and OpenGL. It's not impossible to write such a layer, but it's time-consuming to implement, and it's more code to maintain, update, and debug. I know that I represent a minority opinion. The majority of 3D apps (games mostly) are single platform, but for those of us that do write cross-platform, the loss of OpenGL on Windows would be a big setback.

    However, the fact that Microsoft has withdrawn from the OpenGL ARB does not necessarily mean that they're going to stop supporting OpenGL on their OSes. As long as they allow OpenGL to run natively on future versions of Windows, I'm not too bothered by their withdrawal. Reading the last few years' ARB meeting notes, it's apparent that MS hasn't contributed all that much aside from some fuss about the ARB_vertex_program extension possibly infringing on one of their patents.

    Hopefully, MS will decide to at least maintain their current minimal support for OpenGL on Windows. If nothing else, Doom 3 might be enough to convince them to keep OpenGL around.

    And one final thing . . . Contrary to some of the comments expressed here, OpenGL is definitely not standing still. OpenGL 1.5 has standard extensions for vertex and pixel programs. It seems that the OpenGL ARB has stepped up their pace lately, and essential extensions are being approved much more quickly than before. It's a different approach to API design--more incremental than the one MS uses for DirectX--but I think it's wrong to claim that it's clearly inferior.

    --Chris
  • by emarkp ( 67813 ) <[moc.qdaor] [ta] [todhsals]> on Tuesday March 04, 2003 @01:57AM (#5430795) Journal
    I work at a company which produces scientific visualization and simulation software [prowess.com], and we use OpenGL to render our graphics, for many reasons. Direct3D is driven by games, and OpenGL is driven by a community which includes groups with interest in robust rendering for scientific programming.

    I can only conclude that if this move is a precursor to more sabotage of OpenGL, it will marginalize MS Windows for scientific programming. Which, of course, will likely be another boon to Linux.
  • Big deal. (Score:3, Insightful)

    by Talinom ( 243100 ) on Tuesday March 04, 2003 @02:11AM (#5430840) Homepage Journal
    Now that Microsoft is no longer bogging down the development of the OpenGL API there is great potential for it to succeed. I mean, when was the last time you bought a game CD that did not have the latest and greatest version of DirectX? Or sometimes even your latest video driver? If a better AND cross platform version of OpenGL was included on the CD (with the auto-install option for Joe Sixpack) then the gaming engine could be ported depending on what the underlying binaries were created in.

    I think that MS might have shot themselves in the foot here. It is certain that THEY will not write a scrap of code using OpenGL, but how will that stop people like John Carmack? Heck, he could be a major driving force for better extentions to the language. He is certainly not unaware of the rabid linux user who will refuse to buy the product unless it is cross platform compliant. After all, how many recent games can you point to by ID that were NOT able to run on linux eventually?
  • Hooray! (Score:3, Interesting)

    by sbaker ( 47485 ) on Tuesday March 04, 2003 @08:04AM (#5431851) Homepage
    Since Microsoft never implemented a new version of OpenGL after
    their initial 1.1 implementation (the rest of the world is up to
    1.4 and heading for the big 2.0 sometime towards the second half
    of '03) - they clearly weren't getting much out of their presence
    on the ARB.

    Now they won't get to veto things and slow everyone else down
    either.

    I wonder how long it'll be until they stop shipping OpenGL
    with Windoze? I guess so long as Quake/Doom need it they
    are somewhat bound to keep shipping it.
  • by sbaker ( 47485 ) on Tuesday March 04, 2003 @08:37AM (#5431948) Homepage
    In the last year, we have seen all the major 3D card vendors heading towards full programmability of their hardware. Also, the old mechanisms for feeding vertex data to the hardware has been changing to a scheme where instead of sending a 3D coordinate, a texture coordinate, a colour and a normal, you send a 3D coordinate and some arbitary data. Also, the mechanism for sending that data now boils down to "Please DMA this large data block via AGP".

    Since the programming languages for the 'vertex' and 'pixel' pipelines is essentially identical between D3D and OpenGL - and programs can be compiled offline using tools like Cg (C-for-graphics) - these programs can work identically between D3D and OpenGL.

    Hence, all the complicated API for setting up textureing, fogging, shading, lighting, etc that consumes most of the API spec for D3D and OpenGL has boiled down to "load these two programs"...and all the complicated glVertex/glColor/glNormal stuff has boiled down to "send this big block of data to the card".

    Also, both API's have complex support for all sorts of pixel depths and packing mechanisms - when we all know that 8 bits R/G/B/A is everywhere in the future.

    Now there is very little left of either API except for legacy stuff (that programmers can happily ignore) and initial setup.

    The new ground for standards is the 'shader languages' we'll be using to write the vertex and pixel programs. There is a standardization battle going on between three or four of these languages (all of which look a lot like C and bear homage to the venerable RenderMan interface). Cg (nVidia), OpenGL 2.0 (ATI, 3Dlabs), are the main contenders. Cg works identically for OpenGL and D3D - but isn't well supported for non-nVidia hardware. OpenGL 2.0 hasn't been finalized yet and obviously isn't intended to work with D3D - however it may
    well be possible to use the OGL2 programming languages to compile programs you could load at the machine code level into D3D.

    It irony here is that all programmers really NEED here is a much simpler API than either D3D or OpenGL. A way to clear the screen, a way to download texture maps, a bulk vertex data transfer mechanism and a way to download shader programs.

    Writing thin wrappers for those basic functions would allow programs to run identically on D3D and OpenGL - and would make it quite possible to drop OpenGL support for everything except legacy applications in favor of a MUCH simpler API.

    What needs to be standardized is the shader programming language - but that has no dependancies on the Operating System, graphics API or graphics hardware (presuming you can write back-ends for any of the mainstay 3D cards).
    • all programmers really NEED here is a much simpler API than either D3D or OpenGL. A way to clear the screen, a way to download texture maps, a bulk vertex data transfer mechanism and a way to download shader programs.

      Last I looked they also needed to place the camera, arrange the scene, and light it up. Moving stuff around helps too. Which kinda describes an engine, not a low level API -- It's like bemoaning the lack of high level languages because you're using C instead of lisp. A number of engines exist, some of which must be at least dipping their toes into shader language support.
  • by peterpi ( 585134 ) on Tuesday March 04, 2003 @10:20AM (#5432429)
    "OpenGL is the only viable API (along with SDL) for cross-platform multimedia and gaming software."

    I love OpenGL; it's really nice to do quite straightforward stuff. But given that:

    • No console development environments come with OpenGL implementations.
    • Nobody buys games for Linux.
    • Hardly anyone buys game for the Mac
    Why would you choose to write your game using GL?

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