NVIDIA RTX Muddies AMD Radeon RX 6000 Series’ Level of Ray-Tracing Support

Good info in this thread. Puts into more detail what I am trying to relate from what was shared with us at university. There was a lot of animosity apparent when Richard Wright talked about it, but there is truth in it. Microsoft left ARB in 2003 because they were no longer interested in collaborating with the board. They would take their own initiative to further develop the DirectX API by working with the industry in their own terms.

https://www.overclockers.co.uk/forums/threads/a-brief-history-of-opengl.18573678/
Good read, I recall a few things being different but its probably the alzheimer :LOL: :p:rolleyes::rolleyes:
 
The moment OpenGL lost Microsoft's support, though, is when it started to die.
We may even blame Microsoft, but realistically, OpenGL wasn't going anywhere on its own. Vendors had to push it, developers had to push it, and they didn't. Same with Vulkan now, and we see the same lack of support; we simultaneously blame Microsoft and Nvidia, while the most support comes from them!

I think what we find is that gaming is its own 'game' when it comes to APIs, let alone hardware. Precision gets tossed for speed, accuracy for optimization. OpenGL was developed for the former, DirectX for the latter, in a minor oversimplification.

Note that even Apple abandoned OpenGL (and Vulkan!). I also think that we're at the point where the API simply doesn't matter as much. We've seen decent progress on live DX12 to Vulkan translation, for example. With the low-overhead APIs there's just not much room for differentiation, and with CPUs as fast as they are, the actual work that needs to be done is fairly minimal.
 
The moment OpenGL lost Microsoft's support, though, is when it started to die.
We may even blame Microsoft, but realistically, OpenGL wasn't going anywhere on its own. Vendors had to push it, developers had to push it, and they didn't. Same with Vulkan now, and we see the same lack of support; we simultaneously blame Microsoft and Nvidia, while the most support comes from them!

I think what we find is that gaming is its own 'game' when it comes to APIs, let alone hardware. Precision gets tossed for speed, accuracy for optimization. OpenGL was developed for the former, DirectX for the latter, in a minor oversimplification.

Note that even Apple abandoned OpenGL (and Vulkan!). I also think that we're at the point where the API simply doesn't matter as much. We've seen decent progress on live DX12 to Vulkan translation, for example. With the low-overhead APIs there's just not much room for differentiation, and with CPUs as fast as they are, the actual work that needs to be done is fairly minimal.

Even after reading the article, it seems to me Ogl has to blame itself for its demise, too many wrong choices and lack of innovation. Once they got behind DX they really never catched up.

Vulkan may or may not suffer the same fate, its arguably better than DX12, but again its lagging behind with RT and once again nvidia has to push it with its own extensions.

Even mobile could remain stagnant as after all these years, there's really no games that actually push it and mobile gaming may better be suited for streaming. Time will tell...
 
Even after reading the article, it seems to me Ogl has to blame itself for its demise, too many wrong choices and lack of innovation. Once they got behind DX they really never catched up.

Vulkan may or may not suffer the same fate, its arguably better than DX12, but again its lagging behind with RT and once again nvidia has to push it with its own extensions.

Even mobile could remain stagnant as after all these years, there's really no games that actually push it and mobile gaming may better be suited for streaming. Time will tell...
Agreed. The name may have changed, but seems like the same mistakes are being made. Seems like most partners in Khronos are just sitting on their hands while NVIDIA is once again the only one pulling weight in the group.
 
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