- Joined
- Mar 2, 2010
- Messages
- 3,069
i just thought i would have an intelectual discussion about graphics APIs. most graphics cards support both.
That makes no sense since neither deal with monitors directly.opengl works better on older monitors than direct 3d do.
Sounds like a GPU driver bug, or the Direct3D mode was set to output at an unsupported resolution.when i upgraded my graphics card no direct 3d games worked on the old monitor, only opengl games did.
No they do not. They need good performance as frame rate is more important.first person shooters need to be rather accurate.
Explain?(blood 2 used direct 3d and failed there.)
What does this have to do with either OpenGL or Direct3D? Neither are involved in camera rotation or aiming, with the CPU doing all that.first person shooters need to be accurate because certain switches ub the games require it.(aiming also requires it as an unaccurate shooter is the differense between hitting or missing.) blood 2 have terrible scrolling that is everything but accurate.
here i am trying to get a serious discussion but it turns into something else. this just proves how much people hate me.
OpenGL has nothing to do with monitor support. The graphic drivers, which implement OpenGL and Direct3D, control that. As such if Direct3D does not support a monitor which OpenGL does then it is a driver bug. Additionally it can be a software bug whereby the developers have inconsistent behaviour between OpenGL and Direct3D.opengl have the advantage of running on older monitors
Both Direct3D and OpenGL allow for customization of shader precision. As such they are both equally precise. For example they both support 32 and 64 bit long floats. Actual precision comes down to the underlying hardware and its drivers as floats may be computed more or less accurately depending on if speed or precision are favoured. As far as OpenGL and Direct3D specify (which is not really much) they should be equally precise and one would imagine drivers implement their operations with the same precision. Any variance between results of an OpenGL and Direct3D implementation are either driver bugs (functionally identical shaders producing different results) or as a software bug (shaders are not functionally identical).does first person shooters better because it is more precise than direct 3d though it takes longer to program in it.
This is just badly programmed software. Both OpenGL and Direct3D can lock a display as an output device. When a process is sent a minimize command it should free any lock over a display device. This is why if a OpenGL or Direct3D process becomes unresponsive you cannot minimize it from the screen until Windows forcefully shuts it down (and frees all locks it owns).direct 3d on the other hand can run in the background without issues. (opengl in many cases takes up the entire desktop.)
Around the time of quake OpenGL was the go to graphics API to use which is why they choose it. Direct3D came slightly later and was not so cutting edge or portable. More modern iterations of the engine must support OpenGL so it can be ported to platforms like PS4, Wii U, Mac, Linux, Steam, Android etc. Only Microsoft products support Direct3D, which greatly limits markets seeing how most games are not played on Microsoft products.the quake series and the doom series both used opengl. the first quake used a separate executable for opengl in addition to the one for windows software rendering and the one for dos. quake 2 added opengl as a menu option but is by default running in software rendering. quake 3 and quake 4 used only opengl.(quake 4 was based on the doom 3 engine.)