Quote:
Originally Posted by
mushroomboy 
You think porting DX to different platforms would be easy as well? The ONLY reason it's easy to "port" from an xbox to a win box is because MS runs both hosts. They can make it unique, across what two platforms? Could you imagine OSX, Linux, Android, or any other company deciding to follow exact specifications so that MS has full control? Even when they have full control, you get games that have 0day patches on PC because one GFX card doesn't do something the same way as another card. Guess what, both cards are from the same brand running the same drivers (for simplicity 480/580). How does that work if it's so easy to port things? You would think the OS handles all that, easy peasy. Well it isn't, the only thing is DX has had more people deciding to work on it. OGL is relatively easy to port across platforms, just so happens we have multiple developer opsys doing things their own way with their own code. You can't expect the games to be made the same, they can't be. Honestly, if the people were forced to use DX like OGL is used it would be hacked up and just as messy. People would create their own pieces to fill in gaps, or hack parts together to do what they want. Next thing you know is you'll have complaints about porting DX versions off different platforms because they don't do things the same. That's life, that'll always be there unless you decide to force people do to things by a single set of standards across the board.
Not at all, I just mean that shared platforms doesn't equate to compatibility in the Open universe. DirectX can exist along side OGL for that very reason because we would still have compatibility issues otherwise.
If you plan to make your game multiplatform, then it should be designed as such from the start.
Developers should use the tools that they are most familiar and comfortable with, and not have to rely on some de facto(as well as de jure) standard. However, if given the choice between a closed standard + support and open standards, I choose the former.
Quote:
Originally Posted by
lordikon 
I'd like to see the same chart.
The only platforms currently using DirectX are:
Windows desktop
Windows Phone 8
Xbox 360 (XNA), and Xbox 360 full SDK uses something close to DirectX
Windows Phone 8 isn't making any money yet. So it's basically DirectX PC games and Xbox 360 versus almost every other platform out there. The Wii and PS3 combined easily outweigh the Xbox 360 in terms of sales. So you have DirectX PC games vs Mac/Linux/iOS/Android/OpenGL PC games. I'm not so sure PC games are doing well enough to outweigh all of those markets, and many PC games aren't using DirectX, or not using it exclusively.
Actually the 360, while having only a 33% market share accounts for 60%, almost 2/3rds, of the overall console gaming revenue. PS3 and Wii split the rest evenly, perhaps with more going towards the PS3.
The situation is the same in the server market where Windows has only a 40% marketshare yet accounts for 80% of server revenue.
This just goes to show that support and usability outweigh the benefits of the "open source" paradigm if you can even call OpenGL/Linux that. You can't just contribute code and have it standardized... There is still a consortium to contend with just as Microsoft controls Windows.
WP8 isn't making any money yet but it will be a huge step in the right direction since Windows 8 and Windows Phone 8 will share the same native core. That means application will work out of the box for both platforms; there is no recompiling or porting necessary. I don't mean to come off as a fan boy, but I love technologies that are well supported.