7 ms·
PS3/PS4 commercial games do not use OpenGL and never have. This myth needs to die. http://scalibq.wordpress.com/2010/05/15/sony%E2%80%99s-playstation-3%E2%80%9
by throwaway2048 13y ago
PS3/PS4 commercial games do not use OpenGL and never have. This myth needs to die.
http://scalibq.wordpress.com/2010/05/15/sony%E2%80%99s-playstation-3%E2%80%99s-main-graphics-api-is-not-opengl/ http://scalibq.wordpress.com/2010/05/15/sony%E2%80%99s-plays...
- jheriko 13y agoyeah, the one time i tried to use psgl as a time saver it was a lesson in how broken, unmaintained and poorly documented it was... i'm pretty sure it would have worked at some point because the docs indicated that it had. however - writing a gl like layer over the top of the rsx stuff is not a particular challenge - the functionality maps extremely well.
- pjmlp 13y agoSomehow the FOSS crowd seems to propagate this myth that only Microsoft has vendor specific graphics APIs and the rest of the world runs on OpenGL. Never understood how it got born.
- sspiff 13y agoIt was probably born out of the fact that this is the truth for PC gaming, where Microsoft uses DirectX and "all" the other platforms use OpenGL. For a long time, console game development was obscure and unaccessible (and to a large extent, this is still the case), so aspiring game developers had somewhat of a tunnel vision when it came to game platforms.
- pjmlp 13y ago> It was probably born out of the fact that this is the truth for PC gaming, where Microsoft uses DirectX and "all" the other platforms use OpenGL. Except Acorn, Atari, Amiga, Mac OS (<= 9) never had real OpenGL support as well.
- sspiff 13y agoRight, but we're talking about 3D hardware APIs, which didn't really exist in a large scale until the late 90's/early 2000's.
- pjmlp 13y agoYou mean like Warp3D (Amiga) and QuickDraw3D (Apple) ?
- wolfgke 13y agoBut then add Glide (DOS), please. :-)
- pjmlp 13y agoI left it out on purpose, because DOS was a Microsoft platform as well.
- wolfgke 13y ago> I left it out on purpose, because DOS was a Microsoft platform as well. MS-DOS was a Microsoft platform, but not DOS itself: > http://en.wikipedia.org/wiki/DR-DOS http://en.wikipedia.org/wiki/DR-DOS Also Glide was not a Microsoft API.
- pjmlp 13y agoI just wrote DOS as I always abbreviated MS-DOS as DOS. DR-DOS actually came with the first PC I bought and it was for all effects a MS-DOS clone, hence a DOS clone, like PC-DOS from IBM and a few others on those days.
- wolfgke 13y ago> DR-DOS actually came with the first PC I bought and it was for all effects a MS-DOS clone, hence a DOS clone, like PC-DOS from IBM and a few others on those days. Under this argumentation GNU/Linux or even OS X is a UNIX clone and both should be abbreviated to UNIX (or UN*X to avoid trademark violations ;-) ). Indeed both originate from UNIX clones - but then new features were added that made them better than the original in a sense. The same happened to DR-DOS. Read DR-DOS' wikipedia article to read about features that DR-DOS added over Microsoft's original.
- Justsignedup 13y ago"the advantage of a console: hardware is fixed". YEP! Why use an abstraction layer when you can just code to the metal.
- arthulia 13y agoTime? Do you write all your applications in assembly?
- IE5point5 13y agoBecause if your game later has a HD remake by developers not as smart as you it'll run worse on much more powerful hardware, like with Zone of Enders 2 Not being serious but it was interesting that happened
- taybin 13y agoMany games run on multiple consoles.
- chucknelson 13y agoStill a pretty small number (2-8 max?) compared to all of the PC configurations you have to worry about in DX and OpenGL land.