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The latest OpenCL and OpenGL API standards have been released, boasting impressive new features to boost quality and performance in future games. The Khronos Group has announced updates to its OpenGL and OpenCL graphics and compute specifications, adding in some impressive new features for those who prefer their application programming interfaces (APIs) cross-platform. Announced at the SIGGRAPH 2013 event in Anaheim late last night, both updates are immediately available for download and use by developers looking to make use of the increasing power of modern graphics hardware.
In addition, two new extensions have been confirmed: the Bindless Texture Extension, which allows shaders to access an unlimited number of texture and imaging resources using a virtual addressing system, and the Sparse Texture Extension, which allows for handling of so-called 'mega-textures' larger than the GPU's available physical memory - something Microsoft has already announced for its latest DirectX implementation.
All these new features add up, the Khronos Group has claimed, to significantly improved performance - providing, of course, that developers choose to make use of the improved feature set of OpenGL 4.4 and that hardware manufacturers submit their devices and drivers for certification under the new conformance testing guidelines.
Hopefully, with PS4 using a custom version of OpenGL for it's games, dev's will stick with it when porting over to the PC. I'm really pleased to see some progress on standardising some parts of bindless an sparse texture extensions, even if they are not part of the core spec yet.
Devs often port onto D3D on windows, even if they already have the engine in OGL, because the D3D drivers are usually a lot more stable than the OGL drivers. In the end Microsoft won the day as they managed to convince developers of the supposed advantages of DirectX vs OpenGL.

I don't know what games people have played that look better under OpenGL because I've always found OpenGL stuff dated. I also found a YouTube video comparing normal Quake to GLQuake sorry it goes on for a while, its all i could find. From my understanding Direct3D makes it easier to develop games, where as OpenGL increases the complexity of creating an implementation (or driver) that performs well.
Goldsource (Half Life engine): "It is fundamentally just a heavily modified Quake 1 engine. Quake HD pack is a compilation of visual and feature enhancements that pushes Darkplaces mod-ability to the max. If you want to make a Quake mod or new take on the game, the HD pack would be a great starting point.
Quake one has come a long way, and the engine, modifications and derivative games are nowhere near the end of the life cycle! This picture looks just the same as what the image sample of the Fire GL 1000 Pro looks like. These strange rasters are not produced by the Diamond Fire GL 1000 Pro, although it uses the same graphic chip.

Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. The biggest changes include dynamic parallelism without the need for host interaction, shared virtual memory between host and device kernels, a generic address space, support for additional image types including sRGB and 3D images, and built-in functions for kernels to read from or write to pipes that store data organised in a first-in, first-out (FIFO) format. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.
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