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Chronicles

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DirectX creator Alex St John says Metal announcement heralds the end of OpenGL as a gaming API

Apple Ditching OpenGL?  —  Wow, finally something interesting to say about Apple for a change!  Apparently at Apple's recent WWDC event they announced a “competitor” to DirectX called “Metal” …

The Saint Alex St. John

Context & Ripple Effects

The question of whether Apple cares about gaming has been open since Hardware 2.0 asked in 2008 whether Apple was preparing the way for Mac gaming, with no definitive answer since. Meanwhile the cross-platform camp had a standard-bearer: Wolfire Games' widely-read 2010 case for using OpenGL instead of DirectX made the open API the default choice for indie developers shipping across platforms.

That framing is what makes WWDC 2014 disruptive. With Metal, Apple positions its own low-level API against DirectX on iOS — and Alex St John, who built DirectX, argues publicly that it spells the end of OpenGL as a gaming API. The story travelled unusually far for a conference-week item: AnandTech, TechCrunch, Cult of Mac and iLike.code all picked it up, and even John Carmack weighed in among the developer reaction.

First-order effects

  • iOS game developers now face a fork: adopt Metal for lower driver-overhead performance, or keep writing OpenGL and leave Apple's claimed gains on the table.
  • St John's endorsement gives Apple's proprietary API a credibility boost straight from DirectX's creator — the exact constituency OpenGL was supposed to protect developers from.

Second-order effects

  • Engine and middleware vendors serving iOS studios must add Metal backends or risk their customers' frame-rate comparisons falling behind Metal-native titles.
  • AnandTech's read — that Apple controls both the GPUs and the OS across its device line — implies rival Android vendors, fragmented across GPU suppliers, cannot match a single-vendor API without their own consolidation move.

Third-order effects

  • If the pattern holds, gaming graphics splits into per-platform low-level APIs owned by the platform holder, eroding OpenGL's core promise of write-once, run-anywhere rendering — the very argument that made Wolfire's 2010 post influential.
  • A credible Apple gaming stack would also reopen the Mac-as-gaming-platform question that has lingered unresolved since 2008, with the API rather than the hardware as the deciding layer.

The trend: Graphics programming is moving from open cross-platform standards like OpenGL toward vertically-integrated, vendor-owned low-level APIs, with Apple's Metal the sharpest test yet.