Posted March 11, 2010
KingofGnG: OpenGL offers support to tassellation since years, and we still look at it like a "revolution" made possible by ... DirectX ...11.
Arkose: You are greatly mistaken. The OpenGL extension for tesselation wasn't actually made publicly available until just last year, only works on ATI cards (and only select models at that), is totally incompatible with compute shaders (included in DX11+ hardware for the very purpose of handling tesselation and the like) and lacks the "hull" and "domain" shader functionality of DX11's tesselation (DX11 tesselation has three programmable shaders while OpenGL's has only one). OpenGL's was first, sure, but Microsoft's solution is brand-independent and more customisable.
Quoting from the Wolfire Games Blog:
"The tesselation technology that Microsoft is heavily promoting for DirectX 11 has been an OpenGL extension for three years. It has even been possible for years before that, using fast instancing and vertex-texture-fetch"