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cthulhudx2015-06-23 22:39:40
Programming
cthulhudx, 2015-06-23 22:39:40

Why do AAA game developers overwhelmingly use DirectX and not OpenGL?

Why do AAA game developers overwhelmingly use DirectX and not OpenGL? What motivates developers to use platform-specific DirectX instead of cross-platform OpenGL?

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4 answer(s)
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Maxim Moseychuk, 2015-06-23
@fshp

M$ brain because.
1) Not the means/skills/desire/time to write another render and keep it up to date on OpenGL
2) Wanting to release the game on the XBox
3) DirectX is not only a couple of kilograms of graphics, but also a valuable input.
There has been a slight trend lately in which developers are trying to port their crafts to Linux. This is done in different ways. From writing low-quality renders to using translators with subsequent file processing. Looming on the horizon are DirectX12, Vulkan and Mantle, which will now have a lot more in common throughout history than before.

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mamkaololosha, 2015-06-23
@mamkaololosha

Another mythav destroyer.
This is complete nonsense. Cross-platform is not needed in AAA. It is better to spend 10k dalars and hire a separate department for boxes and curling irons than to end up in the ass. AAA gamedev is a factory, period . If you want freedom, go indie. AAA doesn't have it.

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Alexander, 2015-06-24
Madzhugin @Suntechnic

Because DirectX is designed for games. And OpenGL is financed by people who do not care about games from a high bell tower, and as a result, the fact that on OpenGL you can cut down a graph for AAA is more of a side effect.
Perhaps Vulkan will make some adjustments to this process...

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Dvvarreyn, 2015-06-26
@Dvvarreyn

Watching and participating in different projects in different areas, I got the impression that the mass choice of technologies is determined by the cheapness of development - and this is the main factor.
Nobody wants to pay anyone 10kk, as suggested above. It is better to leave them in your pocket or distribute them according to acquaintances, regardless of their qualifications. In other words, the last non-market approach can sometimes serve the purpose of reducing risks - not everyone will risk paying for the development of "a genius with a balalaika from a bear den".
D3D has an SDK and the documentation is bundled together.
OpenGL does not have an SDK, extensions that allow you to get colorful functionality, and in fact are ahead of D3D, are fragmented and not always so well documented.
D3D is part of DirectX, and for OpenGL the sound and input libraries will have to be taken separately - this is a nuisance.
Sophisticated technologies bring big risks. Learning D3D is easier, finding/training a programmer is easier. A mass product is, first of all, something that is easy to stamp.

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