Early Valve was totally pro Windows tech. Back when HL1 launched, it was the first idTech-derived game with a Direct3D renderer out of the box (yes, Doom95 existed but that wasn’t the default, DOS was). OpenGL was still a massive force on Windows and yet Valve decided that what their fork of GLQuake needed was a Direct3D renderer.
Valve’s stance only changed after Microsoft’s attempt to force Windows Store on everyone and Valve’s subsequent “Faster zombies” experiment (because DirectX was stagnant as well).
Early Valve was totally pro Windows tech. Back when HL1 launched, it was the first idTech-derived game with a Direct3D renderer out of the box (yes, Doom95 existed but that wasn’t the default, DOS was). OpenGL was still a massive force on Windows and yet Valve decided that what their fork of GLQuake needed was a Direct3D renderer.
Valve’s stance only changed after Microsoft’s attempt to force Windows Store on everyone and Valve’s subsequent “Faster zombies” experiment (because DirectX was stagnant as well).