Next iPhone update could leave you with an iBrick September 24, 2007
Posted by metalickl in Gadegets Insights, Hardware Insights, PDA and Mobile Insights.2 comments
Apple: Next iPhone update could break unlocked phones
Apple issued a statement Monday afternoon warning users of unlocked iPhones that the next software update it ships will probably break their phones.
It’s not clear how many people have unlocked their iPhone to run on networks other than AT&T’s, but there has definitely been some interest among early adopters who want no part of AT&T’s network. Most of those folks were always operating under the assumption that Apple might relock their iPhones with future software updates, but were they expecting Apple to actually disable the phone?

Hacked your iPhone? The next software update from Apple could break your phone.
(Credit: CNET Networks)
“Apple has discovered that many of the unauthorized iPhone unlocking programs available on the Internet cause irreparable damage to the iPhone’s software, which will likely result in the modified iPhone becoming permanently inoperable when a future Apple-supplied iPhone software update is installed,” the company said in a statement issued after the close of the stock market. “Apple strongly discourages users from installing unauthorized unlocking programs on their iPhones. Users who make unauthorized modifications to the software on their iPhone violate their iPhone software license agreement and void their warranty. The permanent inability to use an iPhone due to installing unlocking software is not covered under the iPhone’s warranty.”
This is not going to sit well with the fringe early adopter who, having already suffered through the price cut debacle, now faces the prospect of a dead iPhone. The probable solution, as discussed earlier today by our new friends at iPhone Atlas, involves restoring the iPhone to the factory default settings before installing the new update. The next update will be released later this week to allow iPhone owners to access the new Wi-Fi Music Store introduced earlier this month.
That assumes, I guess, that the iPhone hackers will probably find some way around the new update next week, and that’s probably not that much of a stretch. But it seems Apple is hell-bent on making sure too many people don’t make unauthorized modifications to its iBaby, which in some ways, makes sense to me. This is a brand new product, and even Apple may not totally be aware of the problems that could arise from willy-nilly hacking.
So, be forewarned: if you hacked your iPhone, you might want to hold off on installing this week’s update unless you’re willing to go back to using AT&T’s network.
Update: The Unofficial Apple Weblog thinks that doing a factory restore might not be enough to reverse the unlocking process. They’ve posted a detailed, step-by-step process for “re-locking” your iPhone that might make you wince unless you’re handy with code. Check it out here, but TUAW warns this is still in the early testing stages.
from cnet news: http://www.news.com/8301-13579_3-9783713-37.html
My little Journey to The West, from The Spirit of “Why Not” to Quantum Computers May 26, 2007
Posted by metalickl in Hardware Insights, IT Industries.1 comment so far
My little journey to the west, from The Spirit of “Why Not” to Quantum Computers
My little journey to the west, from The Spirit of “Why Not” to Quantum Computers
“啊卡” 我去滑铁卢取的经
First, I’d like to congratulate myself for able to write some professional stuff instead of the random b.s. I used to write before, and for having the privilege of entering University of Waterloo in the coming up autumn. Truly thrilled and excited, I was also invited to its early morning reception session for president scholarship receivers.
This year, 2007, is the fiftieth anniversary of the University of Waterloo, and I was given a pin of remembrance, coated in black and gold, upon my arrival in the festival room. I also received a sticker with my name and my program “software engineering” on it. It certainly was quite an honour to become a Waterloo prospect, especially a student in software engineering. Several professors from various departments have spoken, and congratulated me. Since software engineering itself is a double-jointed program, I’m still trying to figure out which faculty I belong to. Although many have told me this is a program which gets the best parts from both faculties, but I know the apparent truth is similar to stepping my feet across two boats.
Mr. Johnston, the president certainly has a good sense of humour and approach when comes to inspiring and encouraging young students. The aspect of character which was not seen in those speakers I met in the “Top Applicants’ Reception” in University of Toronto. Mr. Johnston has also told the audience that Waterloo was selected as the most intelligent community in the world in 2007. It happens to be so, that many people would wonder “Why?” when approach something new, but UofW’s spirit is to wonder “Why not?”
Mr. Johnston has also given the students a glimpse of some of the frontier technologies that are been exploited in the Waterloo Research Park. The one I found the most interesting was the research in Quantum Computers. The president of RIM has said that the capacity of data holds in a blackberry is 2-3 times larger than the supercomputer 20 years ago, which occupied several room weighing several tons. The advances in the development of “chip”, is because of the advances in physics. But within the next decade, we will eventually hit the physical limit, where processors can run no faster than it already running. At that stage, we will have to use quantum computers, which replace traditional charge, 1 or zero, with the spin number of the fundamental particles. Quantum computers will make use of qubits (quantum bits) instead of bits (1 or 0). There will be 1, 0, and the superposition of 1 and 0. (Both 1 and 0 at the same time). This area is the area where all laws of physics break down. I was quite fascinated by this topic.
As I looked around, I can see the same passion in everyone else’s eyes. This was one of the reasons I chose Waterloo. I like its spirit.

P.S. Please don’t penalize me, I don’t proof read.
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E-Insight, 2007
Vista Compatiable Graphic Cards May 19, 2007
Posted by metalickl in Hardware Insights, Software Insights@Windows Vista.add a comment
ATI GPU’s
Desktop:
ATI Radeon® HD 2900 Series (Support Directx 10)
ATI Radeon® HD 2600 Series (Support DirectX 10)
ATI Radeon® HD 2400 Series (Support DirectX 10)
ATI Radeon® X1950 Series
ATI Radeon® X1900 Series
ATI Radeon® X1800 Series
ATI Radeon® X1600 Series
ATI Radeon® X1300 Series
ATI Radeon® X850 Series
ATI Radeon® X800 Series
ATI Radeon® X700 Series
ATI Radeon® X600 Series
ATI Radeon® X550 Series
ATI Radeon® X300 Series
ATI Radeon® 9800 Series
ATI Radeon® 9700 Series
ATI Radeon® 9600 Series
ATI Radeon® 9550 Series
ATI Radeon® 9500 Series
Multimedia:
ATI All-in-Wonder® X1900 Series
ATI All-in-Wonder® X1800 Series
ATI All-in-Wonder® 2006 Edition
ATI All-in-Wonder® X800 Series
ATI All-in-Wonder® X600 Series
ATI Theater 550 PRO
ATI TV Wonder Elite
ATI All-in-Wonder® 9800 Series
ATI All-in-Wonder® 9600 Series
Mobile:
ATI Mobility Radeon® HD 2600 XT Series (Support DirectX 10)
ATI Mobility Radeon® HD 2600 Series (Support DirectX 10)
ATI Mobility Radeon® HD 2400 XT Series (Support DirectX 10)
ATI Mobility Radeon® HD 2400 Series (Support DirectX 10)
ATI Mobility Radeon® HD 2300 Series
ATI Radeon® Xpress 200M
ATI Mobility Radeon® X1800 Series
ATI Mobility Radeon® X1600 Series
ATI Mobility Radeon® X1400 Series
ATI Mobility Radeon® X1300 Series
ATI Mobility Radeon® X800 Series
ATI Mobility Radeon® X700 Series
ATI Mobility Radeon® X600 Series
ATI Mobility Radeon® X300 Series
ATI Mobility Radeon® 9800 Series
ATI Mobility Radeon® 9700 Series
ATI Mobility Radeon® 9600 Series
ATI Mobility Radeon® 9500 Series
ATI Mobility FireGL V5200
ATI Mobility FireGL V5000
ATI Mobility FireGL V3200
ATI Mobility FireGL V3100
Workstation:
ATI FireMV 2200 PCIE
ATI FireMV 2400 PCIE
ATI FireGL V7350
ATI FireGL V7300
ATI FireGL V7100
ATI FireGL V5100
ATI FireGL V5000
ATI FireGL V3200
ATI FireGL V3100E
ATI FireMV 2200 PCIE
ATI FireMV 2400 PCIE
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NVIDIA GPU’s
Desktop:
GeForce 8800 GPUs (Support DirectX 10)
GeForce 8600 GPUs (Support DirectX 10)
GeForce 8500 GPUs (Support DirectX 10)
GeForce 7900 GPUs
GeForce 7800 GPUs
GeForce 7600 GPUs
GeForce 7300 GPUs
GeForce 6800 GPUs
GeForce 6600 GPUs
GeForce 6500 GPUs
GeForce 6200 GPUs
GeForce 6100/6150 GPUs
GeForce FX 5900 GPUs
GeForce FX 5700 GPUs
GeForce FX 5600 GPUs
GeForce FX 5500 GPUs
GeForce FX 5200 GPUs
GeForce PCX GPUs
Quadro NVS 440 GPUs (Support DirectX 10)
Quadro NVS 285 GPUs (Support DirectX 10)
Quadro NVS 280 GPUs
Mobile:
GeForce Go 7900 GPUs
GeForce Go 7800 GPUs
GeForce Go 7600 GPUs
GeForce Go 7400 GPUs
GeForce Go 7300 GPUs
GeForce Go 7200 GPUs
GeForce Go 6800 GPUs
GeForce Go 6600 GPUs
GeForce Go 6400 GPUs
GeForce Go 6200 GPUs
GeForce Go 6100/6150 GPUs
GeForce FX Go5700 GPUs
GeForce FX Go5650 GPUs
GeForce FX Go5600 GPUs
GeForce FX Go5200 GPUs
GeForce FX Go5100 GPUs
Quadro NVS 300M GPUs (Support DirectX 10)
Quadro NVS 120M GPUs (Support DirectX 10)
Quadro NVS 110M GPUs
Workstation:
Quadro FX 5500 GPUs
Quadro FX 4500 GPUs
Quadro FX 4400 GPUs
Quadro FX 4500 SDI GPUs
Quadro FX 4000 SDI GPUs
Quadro FX 4000 GPUs
Quadro FX 3500 GPUs
Quadro FX 3450 GPUs
Quadro FX 3400 GPUs
Quadro FX 3000G GPUs
Quadro FX 3000 GPUs
Quadro FX 2000 GPUs
Quadro FX 1500 GPUs
Quadro FX 1400 GPUs
Quadro FX 1300 GPUs
Quadro FX 1100 GPUs
Quadro FX 1000 GPUs
Quadro FX 600/700 GPUs
Quadro FX 540 GPUs
Quadro FX 500/540/550/560 GPUs
Quadro FX 330/350 GPUs
Quadro FX 2500M GPUs
Quadro FX 1500M GPUs
Quadro FX 350M GPUs
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Intel IGP’s
Desktop:
Intel Graphics Media Accelerator 950
Intel 945G Express Chipset
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S3 Graphics IGP’s
Desktop:
S3 Graphics Chrome S27
S3 Graphics Chrome S25
S3 Graphics GammaChrome
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VIA IGP’s
Desktop:
VIA K8M890
Mobile:
VIA K8N890
————————–2007, E-insight
Apple TV May 19, 2007
Posted by metalickl in Gadegets Insights, Hardware Insights, IT Industries.add a comment
Beside the new iPhone, Apple has also launched Apple TV device, that will bring iTunes to the big screen for $299. With Apple TV, you can enjoy movies, TV shows, music, and podcasts in your iTunes library, plus photos and movie trailers, on your widescreen TV – wirelessly, from your Mac or PC.
“Apple TV is like a DVD player for the 21st century-you connect it to your entertainment system just like a DVD player, but it plays digital content you get from the internet rather than DVDs you get from a physical store,” explains Steve Jobs, Apple’s CEO.
Apple TV is an easy and fun way to wirelessly play all your favorite iTunes content – including movies, TV shows, music, photos, and podcasts – from both Mac and PC on your widescreen TV.

The product also known as ‘iTV’ uses the new 802.11n wireless network standard to provide high-speed data transfer for video files, and includes a 40Gb hard disk, Ethernet, HDMI, component video and audio ports for connecting to your TV or music system.
The Apple TV will be available to buy in the UK in February, priced at £199.
The revolution will be televised.
Say you’ve just downloaded Cars from iTunes. Instead of huddling around your computer to watch, you pop some popcorn while your computer wirelessly syncs your new flick to Apple TV. Then you pull up a seat, put up your feet, and pick up the included Apple Remote to play your movie on TV. Give yourself a hand: You’ve just changed the way you watch digital media.
iTunes to Apple TV, wire free.
Apple TV connects to your TV via an HDMI port or component video and audio ports. Its built-in, superfast 802.11 wireless capability syncs your iTunes library to any Mac or PC in the house. Best of all, what’s on Apple TV stays in sync: Anytime you change your library in iTunes, it changes on Apple TV – wirelessly, automatically.
What’s on TV? Whatever you want.
Apple TV puts your iTunes library – movies, TV shows, music, and podcasts – plus movie trailers from Apple.com on your TV. And your digital photos from iPhoto on a Mac or Adobe Photoshop Elements or Adobe Album on a Windows PC appear in high definition, so you can put on a stunning big-screen slideshow.
How it works
1. Download movies, TV shows and more from iTunes.
2. Sync wirelessly from your Mac or PC.
3. Watch everything on your widescreen TV.



Source: Apple
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2007, E-insight
Vista and its multi-monitor support May 19, 2007
Posted by metalickl in Hardware Insights, Software Insights@Windows Vista.add a comment
Not long ago I stopped by a co-worker’s office and caught sight of his set-up of four 24-inch Dell 2407 monitors, all connected to the same PC and all working together perfectly. Needless to say, I was impressed:
The four-monitor arrangement my co-worker was using was dual ATI x1900XTX video cards. He also has a PC with NVIDIA cards running the same array of displays. Pretty slick !
There is a lot of great hardware on the market today that can allow you to replicate this arrangement yourself — all you need is a motherboard that supports two PCI-Express x-16 video cards.
For instance, AMD (ATI) has a solution called CrossFire™ that enables the use of dual video cards. Take a look at AMD’s CrossFire™ website, which includes information for implementing this display array on your own desktop.
Not to be outdone, NVIDIA also has a solution that puts 4 video cards to use on a PC called SLI™. If you have a system running NVIDIA, get more information from SLI™ from their website.
You should note that many high-end video cards today are shipping with a dual-monitor option — so while four monitors may be a bit of overkill, two might better suit you (and your wallet!). The good news is that Windows Vista is designed to natively accommodate multiple-monitor scenarios; for example, you can configure Windows Sidebar to appear on any connected monitor without first requiring preliminary adjustments.
The new hardware, the new Windows, his DirectX 10 and her competitor January 5, 2007
Posted by metalickl in Hardware Insights, Software Insights, Software Insights@Windows Vista.add a comment
The new configuration, the new Windows Vista, his DirectX 10 and her competitor
The Highly Anticipated DirectX 10
Windows Vista includes a major update to the Direct3D API. Originally called WGF 2.0 (Windows Graphics Foundation 2.0), DirectX 10 and DirectX Next, it features an updated shader model — the shaders still consist of fixed stages like on previous APIs, but all stages sport a nearly unified interface, as well as a unified access to resources. The language itself has been extended to be more expressive (integer operations, nearly unlimited instructions count). In addition to the previously available vertex and pixel shader stages, the API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow for more complex effects in real time. Direct3D 10 no longer uses “capability bits” to indicate which features are active on the current hardware. Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be “Direct3D 10 compatible”. Therefore, contrary to the previous revisions of Direct3D, it requires new graphics hardware to run at all, whereas prior versions allow the old hardware capabilities to be addressed within the new interface. This is one of the major departure of this new API, and it is justified by Microsoft as the only way to achieve the CPU efficiency gains needed for the newest pieces of hardware without the clutter of legacy code.
Many of the advanced features and performance improvements of Direct3D 10 mandate the use of WDDM-compliant drivers. WDDM drivers are also required by Direct3D9Ex, an extended version of DirectX 9.0c, used in Windows Vista. D3D9Ex was previously known as WGF 1.0 and D3D9.0L. However, D3D9Ex needs WGF 1.0 drivers (previously, basic profile), and D3D10 needs WDDM 2.x drivers (previously, Advanced profile) which supports the extended graphics pipeline. D3D9Ex features similar improvements like better gamma control, support for virtualization of resources and safe device removal, other improvements make D3D10 incompatible with previous versions.
Because Direct3D 10 hardware will be comparatively rare for a period of time after the release of Windows Vista, and because the Vista Premium logo program does not require Direct3D 10 to be supported, the first D3D10-compatible games will most likely still provide a D3D9/D3D9Ex render path.
Windows Vista and DirectX 10 from CNET News.
It’s been called DirectX 10, Windows Graphics Foundation 2.0, and most recently, Direct3D10. The naming situation will clear up as we get closer to the official Windows Vista release, but all you have to know is that DirectX 10 and Direct3D10 in particular will introduce a new era in PC gaming.
Microsoft’s DirectX APIs are a collection of interfaces that standardize how game developers talk to PC system hardware. It’s a lot easier for programmers to write for a single DirectSound or Direct3D API, instead of writing for every single video card and sound card in existence. Microsoft rebuilt its Direct3D API from scratch for Windows Vista, and Direct3D10 will serve as the base for all future Direct3D innovations throughout the life span of the Windows Vista operating system.
Because the Direct3D10 foundation has to serve game developers through the next decade, Windows Vista will streamline and open up Direct3D with several forward-looking features that will help programmers create better games and get more performance out of PC hardware.
All hail the graphics processing unit
Direct3D10 finally completes the break from the legacy fixed-function pipeline. Developers will use the programmable pipeline to emulate the older, fixed-function steps. Additionally, Microsoft had to rethink its display driver model now that the entire desktop is going 3D. The video card isn’t just for games anymore. When you have a 3D desktop and give each application its own 3D window, the display driver has to be flexible and stable enough to handle the video card’s increased role in the system. Microsoft split up the display driver to increase stability, to ensure that the 3D desktop stays up in the event that a game or another application crashes due to a graphics error. This change also means that Microsoft will not release DirectX 10 for Windows XP, because many of the Direct3D10 improvements will need the new Windows Vista Display Driver Model.Opening up the video card to more applications will require Vista to give the GPU more system resources and allow applications to share the hardware. The biggest change for game developers will be virtualized memory for the GPU. The video card will now have its own space in system RAM to store information that can’t fit on local video card memory. High-end video cards ship with 256MB or 512MB of memory, but games can still use the extra space in system memory to store large chunks of information, like textures.
Epic Games founder Tim Sweeney explains, “Virtual texturing eliminates the video memory bottleneck on texture size; whereas in DirectX 9 the size of textures we can use with full performance is limited by the amount of video memory, in DirectX 10 it is only limited by total system memory.” Furthermore, Tim predicts that virtual memory will enable a “2X-4X increase in texture usage in games, which will be great for Unreal Engine 3 games, where textures are often authored at very high resolutions like 2048×2048, and then scaled down on lower-end systems to improve performance.”
Setting standards and improving performance
Video cards will now have strict feature-set requirements for Direct3D10. A video card must have the full feature set to be DirectX 10 approved. This isn’t a whole lot different from the existing model, in which a card has to have certain features to be DirectX 9.0c or Shader Model 2.0 compliant, but Microsoft has made the specification much more detailed to remove any chance of hardware variation. Differences in how Nvidia and ATI cards handled floating-point precision created extra work for developers in the past, but tighter Direct3D10 specifications will help remove ambiguous areas in hardware design. Having consistent hardware means programmers can avoid spending development time on customizing games for cards that don’t have all the necessary features or have odd implementations.Microsoft plans to accelerate its Direct3D release schedule to keep up as the graphics manufacturers release new GPUs with advanced features. If everything goes as planned, the game developer will have to learn only Direct3D11, instead of figuring out the quirks for two different GPUs when Nvidia and ATI release a new technology round. However, this change might not mean the end of writing code for specific GPUs. While developers can count on DX10 to define card features sets, the Microsoft DirectX team admits that “we may see [hardware vendors] putting in additional differentiating features, which developers may want to natively support.”
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DirectX 10 will increase game performance by as much as six to eight times. Much of that will be accomplished with smarter resource management, improving API and driver efficiencies, and moving more work from the CPU to the GPU. “The entire API and pipeline have been redesigned from the ground up to maximize performance and minimize CPU and bandwidth overhead,” according to Microsoft. Furthermore, “the idea behind D3D10 is to maximize what the GPU can do without CPU interaction, and when the CPU is needed it’s a fast, streamlined, pipeline-able operation.” Giving the GPU more efficient ways to write and access data will reduce CPU overhead costs by keeping more of the work on the video card.
Here’s a list of several new Direct3D 10 performance improvements GameSpot was able to wrestle out of the DirectX 10 team:
• New constant buffers maximize efficiency of sending shader constant data (light positions, material information, etc.) to the GPU by eliminating redundancy and massively reducing the number of calls to the runtime and driver.
• New state objects significantly reduce the amount of API calls and bandwidth, tracking, mapping, and validation overhead needed in the runtime and driver to change GPU device state.
• Texture arrays enable the GPU to swap materials on-the-fly without having to swap those textures from the CPU.
• Resource views enable super-fast binding of resources to the pipeline by informing the system early-on about its intended use. This also vastly reduces the cost of hazard-tracking and validation.
• Predicated rendering allows draw calls to be automatically deactivated based on the results of previous rendering–without any CPU interaction. This enables rapid occlusion culling to avoid rendering objects that aren’t visible. Shader Model 4.0 provides a more robust instruction set with capabilities like integer and bitwise instructions, enabling more work to be transferred to the GPU.
• The D3D runtime itself has been completely refactored to maximize performance and configurability by the application.
It remains to be seen just how well actual DX10 graphics hardware will be able to handle the additional work, but we’ve seen in the past that ATI and Nvidia have been able to deliver whenever games have shifted work from the CPU to the GPU.
Now a comparison between Direct3D tt’s Competitior OpenGL
In general, Direct3D is designed to be a 3D hardware interface. The feature set of D3D is derived from the feature set of what hardware provides. OpenGL, on the other hand, is designed to be a 3D rendering system that may be hardware accelerated. These two API’s are fundamentally designed under two separate modes of thought. The fact that the two APIs have become so similar in functionality shows how well hardware is converging into user functionality.
Even so, there are functional differences in how the two APIs work. Direct3D expects the application to manage hardware resources; OpenGL makes the implementation do it. This makes it much easier for the user in terms of writing a valid application, but it leaves the user more susceptible to implementation bugs that the user may be unable to fix. At the same time, because OpenGL hides hardware details (including whether hardware is even being used), the user is unable to query the status of various hardware resources. So the user must trust that the implementation is using hardware resources “Optimally”.
Professional graphics
OpenGL has always seen more use in the professional graphics market than DirectX (Microsoft even acknowledges OpenGL’s advantage in this field[citation needed]), while DirectX is used mostly for computer games. (The term professional is used here to refer to the professional production of graphics, such as in computer animated films, as opposed to games where the graphics produced by the game are for the user’s personal, rather than professional, use.)
At one point many professional graphics cards only supported OpenGL, however, nowadays all the major professional card manufacturers (Nvidia, ATI Technologies and Matrox) support both OpenGL and Direct3D.
Gaming
The principal reason for Direct3D’s dominance in the gaming industry is historical. In the earliest days of hardware-accelerated 3D graphics, 3dfx was the dominant force, and their Glide API was used by far more games than D3D or OpenGL. Glide was much lower-level than D3D or OpenGL, and thus its performance was greater than either. Performance is the most important facet for game developers, so the less easy to use Glide API was preferred over the other two. This helped catapult 3DFx into the forefront of 3D hardware in those days.
As hardware got faster, however, the performance advantages of Glide began to be outweighted by the ease of use. Also, because Glide was restricted to 3dfx hardware, and 3dfx was not being as smart about hardware design as its main competitor nVidia, a hardware neutral API was needed. The very earliest versions of Direct3D (part of DirectX version 3) was not the simplest API to use. The next Direct3D version (in DirectX 5) was much more lucid. As interest in making Glide only games or games with multiple renderers dropped, there was a choice to make: OpenGL or Direct3D 5.
Making games that use OpenGL while using the non-Direct3D portion of the DirectX API is no more difficult than making a game using all of the DirectX API. The decision to use Direct3D over OpenGL was made from simple pragmatism: in those days, OpenGL implementations were difficult to work with. Writing an OpenGL implementation requires implementing every feature of OpenGL, even if the hardware doesn’t support it. If the hardware can’t do it, you have to write a software rasterizer that can handle that feature.
Different GL implementations would, when activating some feature, spontaneously go into a slow software renderer. Because OpenGL has no mechanism for telling the user whether or not a feature, or combination of features, will kick the renderer into software mode, users of OpenGL had to carefully test everything that they did on every piece of hardware that they were going to support.
Adding to that is the fact that an OpenGL implementation is a complex piece of code. It is much more than a simple graphics driver that is just a low-level interface to hardware registers. It needs to keep track of a great deal of state information, and that requires a lot of code. However, in a game situation, where a loss of performance can destroy the feeling of the game, it is more desirable to know that the functionality doesn’t exist and to simply avoid using it.
Direct3D didn’t have these problems. A Direct3D driver is (or, was in those days) just a low-level interface to hardware registers. And D3D has a query mechanism that tells the application whether or not a particular feature is available in hardware. So game developers chose to use it because it did what they needed.
At this point, the Windows Vista issue aside, the reason for using one over the other is typically inertia. It is what they have used in the past, so it is what they use now.
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