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It was never about that. Professional rendering application sometimes render very complex scenes and will get under the refresh rate of the monitor even with top of the line hardware. To answer you question, it's useless to have more frames than your refresh rate. Some may think the internal game action is more fluid (mostly because of CS1.6) but today's game physic simulation is fixed and not tied to the rendering engine anyway.
And gives a better development pipeline. It's not all about money, OpenGL was always available on Windows. Developers made the choice to use the cleaner and easier to work with API.
OpenGL was easier 10 years ago. But compare DirectX10/11 to OpenGL now and come back to me. "Do you even write code?". Yes, I write recent, decent code. I'm not stuck in the past.
Yes, it is multiplatform, but from a developers perspective, DirectX gives a nice SDK with documentation, samples, debugging tools, detailed error messages, and produce a clean code. OpenGL is like a "here is the header files, sort yourself out".
Exactly. As a programmer who tried both, I confirm. DirectX development package is much better and easier. People referencing this one Valve blog page don't know anything on the subject.
Yes, old technology with brute force polygon run faster in OpenGL than DirectX9. Once you begin to use effects and shaders though, DX10/11 beats OpenGL by far.
Every graphic card released since about 10 years are fixed to a DirectX version. Every commercial games released wince about 10 years are fixed to a DirectX version. In which world are you living in?
On the contrary, DirectX10 had the best improvement of all versions. It changed everything. They ditched the fixed pipeline, ditched old "backward-compatibility" that was clobbering the system, connected directly to the Windows hardware layer, support multithreading, etc.