dota 2 have the same performance in windows and linux at least with nvidia non free drivers, this type of solutions are temporary
UE1 and UE2 used native OGL renderers (including on Windows), so I don't see why they would do anything different in UE4.
Originally Posted by AJSB
Could I get a reference to where this is stated?
Originally Posted by johnc
Seems like it's more accurate to say that the shaders are D3D and they're doing the translation to GLSL like with the Source 1 engine:
Originally Posted by computerquip
It definitely sounds like it was initially written for D3D and now they're trying to redo it in pure OpenGL.
Question on Conference Dates
Who was the brainiac who scheduled this conference during March Madness? Brainfart 101.
Because of UE3.
Originally Posted by GreatEmerald
At least it uses OpenGL ES on Android and Mozilla Tech demo but I don't think it would be a first choice renderer on desktop. Both Painkiller HD and Deadfall Adventure use UE3 but some features still don't work on OpenGL months after like FSAA and perhaps won't be fixed at all, so the whole thing doesn't seem to be that easy, even more for a small dev like Nordic Games.
I don't understand how all these engines are doing other platforms if they're internally reliant upon Direct X support. I thought CryEngine was already running games on PlayStation 4 and Wii U, neither of which ship with Direct X. What am I missing?
Consoles force the major engines to carry a lot of abstractions, but a lot of games and engines started on a single platform.
Stack-wise I get the impression consoles have been ghettos with a high friction to development.
MS has some fairly prominent development tools and made a deliberate effort to get a lot of people to start developing with DirectX who later built their abstractions around those APIs.
Other platforms (Apple, Android) push for OpenGL by providing their own IDEs.
Nowadays there is a huge portable stack built around open-source and open standards, and newer and forward-thinking engines target that portable stack.
I'm not saying that the OGL renderer will necessarily be at feature parity with the D3D renderers, but rather that it will be a native OGL renderer without a translation layer. That's how it is in UT2004: the OpenGL renderer has some flaws (most notably it limits the length of material combiner chains, unlike the D3D renderer, which means very complex materials don't look right), but it's running natively.
Originally Posted by omer666
What is march madness?
Originally Posted by Marc Driftmeyer