"raidho36" wrote: They shouldn't use any of the DirectX's, they should use OpenGL.
Indeed, despite being in direct contravention to the TomF's OffendOMatic. On the other hand, much love to Tom and all, but the more I read his stuff the more I think that if he's bashing a technology or tool, I should go out and read more about it.
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
But Direct3D was always just a sub-par incompatible proprietary rendering API from Microsoft created specifically to impose vendor lock. Back in the time it was a steaming pile of horse shit and only since about version 7 it became "allright", but OpenGL was still better. And it is now. But due to DirectX lobbying by Microsoft, Windows' OpenGL implementation is in garbage condition. That gave people an impression that DirectX was better. As for programmers' perspective, it's all just "my bag of shit is delicious, and if you're not agree you're a retard".
"raidho36" wrote: But due to DirectX lobbying by Microsoft, Windows' OpenGL implementation is in garbage condition. That gave people an impression that DirectX was better.
Microsofts OpenGL implementation is literally stuck in the 90th (GL 1.1 is from 97) but all GPU vendors provide there own OpenGL stack which is feature wise comparable with DX 11.1 / DX 12 even on Windows XP.
OpenGL isn't necessarily going to fix the issue. OpenGL on OSX at least has the same antialiasing limitations and far worse last time I checked. DirectX 9 is bad purely because it is ancient.
The point is you need to be targeting DirectX 10 level hardware at a minimum. Frankly anyone still using XP is shooting themselves in the foot by trying to use it with new technology like VR, just like anyone still using, say, OSX Lion. The old APIs and drivers will never get updates to work better with new things.
Also Unity needs to expose the parts of the API that work on more than just their minimum hardware spec.
"owenwp" wrote: OpenGL isn't necessarily going to fix the issue. OpenGL on OSX at least has the same antialiasing limitations and far worse last time I checked.
OSX supports OpenGL 4, which has more than enough functionality to do antialiasing and support arbitrary framebuffer sizes.
Can you elaborate on the kind of shortcomings you're referring to?
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
Oh ok, the very latest version of OSX upgraded it. They have consistently been years behind the curve, and that is compared to the slow moving Khronos group.
"owenwp" wrote: Oh ok, the very latest version of OSX upgraded it. They have consistently been years behind the curve, and that is compared to the slow moving Khronos group.
Khronos is moving much quicker nowadays with OpenGL updates each year and even Compute Shaders on mobile devices in OpenGL ES 3.1.