Main article: Direct3D 11
See also: List of games with DirectX 11 support
Microsoft DirectX 11 logo wordmark
Microsoft unveiled DirectX 11 at the Gamefest 08 event in Seattle, with the major scheduled features including GPGPU support (DirectCompute), and Direct3D11 with tessellation support[34][35] and improved multi-threading support to assist video game developers in developing games that better utilize multi-core processors.[36] Direct3D 11 runs on Windows Vista and Windows 7. It will run on future Windows operating systems as well. Parts of the new API such as multi-threaded resource handling can be supported on Direct3D 9/10/10.1-class hardware. Hardware tessellation and Shader Model 5.0 require Direct3D 11 supporting hardware.[37] Microsoft has since released the Direct3D 11 Technical Preview.[38] Direct3D 11 is a strict superset of Direct3D 10.1 — all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality. This helps to keep backwards compatibility with previous versions of DirectX.
Microsoft released the Final Platform Update for Windows Vista on October 27, 2009, which was 5 days after the initial release of Windows 7 (launched with Direct3D 11 as a base standard).
DirectX 11.1 is included in Windows 8. It supports WDDM 1.2 for increased performance, features improved integration of Direct2D, Direct3D, and DirectCompute, and includes DirectXMath, XAudio2, and XInput libraries from the XNA framework. It also features stereoscopic 3D support for gaming and video.
The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it's possible for the API to be implemented entirely in software, it's designed to be implemented mostly or entirely in hardware. For example, the Microsoft Windows implementation of OpenGL will perform all of its rendering commands using a GPU, when one is available.
The API is defined as a number of functions which may be called by the client program, alongside a number of named integer constants (for example, the constant GL_TEXTURE_2D, which corresponds to the decimal number 3553). Although the function definitions are superficially similar to those of the C programming language, they are language-independent. As such, OpenGL has very many language bindings, some of the most noteworthy being the Javascript binding WebGL; the C bindings WGL, GLX and CGL; the C binding provided by iOS; and the Java and C bindings provided by Android.
As well as being language-independent, OpenGL is also platform-independent. The specification says nothing on the subject of obtaining, and managing, an OpenGL context, leaving this as a detail of the underlying windowing system. For the same reason, OpenGL is purely concerned with rendering - it provides no APIs related to input, audio or windowing. This is perhaps the greatest difference between OpenGL and its competitor, DirectX.
now as we all know windows is amazing for gaming and linux/mac os x fall behind in everyway and even with wine on linux and mac os x they still fail to compare to the advanced render of direct x 11 and 10 so please explain what you think and if you do gaming on linux/mac os x tell us how it compares to windows gaming