Nope you couldn't be further from the truth if you tried. Just simple things taken for granted in the DirectX like managed state change in DirextX10 is not available in OpenGL.
Let alone a unified shading language. The equivalent to what was HLSL in DX9.0c doesn't exist as GLSL can't emulate fixed function operations within the language.
Sorry to break it to you but in term of shader language OpenGL can do anything DirectX can, I haven't installed Vista or looked at the latest DirectX 10 specs so I can't comment on that but I don't see much of a improvement as far as screenshots from games go, perhaps when it actually becomes viable I'll have a look at the spec, but shader enhancements are usually on order of optimization anyway, I'd be surprised if you couldn't do almost everything with PS3.0 you could do with PS4.0 (if not everything)
I believe you are mistaken. Maxtor was never in visual computing
Typo, Matrox.
1. If you didn't know G80 in the years it spent in R&D from 2002 up until 2006 was built form the ground up around Microsoft's DirectX10 API (read DirectX-Next by "Wavey" who is now at AMD for more info) not around OpenGL's pitiful GL1.4 at the time.
The fact that Microsoft and nVidia collaborate when making a GFX card doesn't surprise me in the least, but the fact that you blame a failure by ATI/AMD on OpenGL is just absurd.
At every turn NVIDIA and Microsoft engineers were comparing notes on what is physically possible on silicon and what should still remain in the API. (e.g state change is managed by both hardware and API, unlike in GL and DX9 where its all the hardware's load) AMD also built the Xenos chip at the time around concepts that would later on appear in the R600 i.e a unified pixel computing system.
Make no mistake about it R6XX and G8X going forward were built around Microsoft's DirectX.
Microsoft and nVidia collaborate because A) most games for the x86 are developed for DirectX & Windows and B) Microsoft obviously has to collaborate with the hardware designers that actually make the hardware that uses their API, the fact that they are working together is not significant what
is significant is that DirectX doesn't offer anything OpenGL does, stay on topic.
2. Ever since NVIDIA started save for their first graphics synthesizer chip, all other ones from NV3 were based around the upcoming or current DirectX specification.
If you didn't know Cg+ from NVIDIA was part of what formed the basis of HLSL first introduced in DX9.0c. Even though Cg+ was designed initially to fit in with OpenGL's vertex and fragment extensions it never really took off in that environment, but found it's way into DirectX.
So have no doubt the people at NVIDIA, AMD, S3 and the like chose Microsoft for a reason.
Yes they did, most games on run on Windows and it removes the burden of writing a optimized OpenGL library from the GFX developer to use DirectX, and Microsoft always has to use a proprietary technology. Why do you think Quadro GFX cards cost so much, and for that matter, go read up on why OpenGL is used for professional applications rather than DirectX.
3. If you're gonna use the PS3 as an example be sure to know everything about it. RSX is an NVIDIA chip from the bottom up. It's G70 actually ( but only with a 128-bit mem crossbar and two quads shut off) and that as you may have guessed was designed much like all other NVIDIA chips around Microsoft's DirectX API. This was an easy choice for Sony to make because using DirectX would put Microsoft in their console and hence make it have to compete with the Xenos (a superior chip) directly in terms of the number crunching. So they went with an OpenGL esq API (It's not straight GL) which would make comparisons impossible but still offer a relatively equivalent feature set. (DX9.0c vs DX9.0c+ type scenario since Xenos isn't DX10)
Honestly I didn't even read all that drivel, I just read the part about Nvidia RSX, I already know that chip is basically a G70, just like you said. So let me explain a little concept called R&D to you. Sony came to nVidia and said: "I need a chip for the PS3", nVidia gave them 2 choices: "Pay me x amount which I could earn created a new GFX card for x86" or "Pay me y amount which is less than what we could earn by developing a new chip for x86 but we get to use that chip on our next generation which will also be released for the x86". Guess which one they picked. Obviously the chip wasn't just developed for the Playstation, wake up and smell the dollar bills.
For a more in depth insight into how consoles are developed look at the XBox development and you'll see why a Console maker chooses X hardware over Y hardware, it isn't because it's better, it's because it's cheaper, the XBox doesn't use a Intel CPU exactly because Intel wouldn't develop a CPU to which they owned the IP (they being Microsoft), cutting down on the bottom line, if you think the same thought process doesn't go into the minds of the accounting department at nVidia you are deluded.
4. Know the reason why iD went with OpenGL in the first place
Yes long before DirectX had a meaningful renderer people used Mini drivers like 3Dfx who had a very good mini driver for an accelerated Quake. (Obviously because Scott Sanders and others who stated 3Dfx worked at SGI which coined the OpenGL standard in the first place)
Quake run and looked better on GL based drivers than software. As result of the tool set of the time. Writing for GL and Dirext3D was near impossible because DirextX was just so poor. (When the original Unreal came out, the Direct3D rendering path was slow, of low quality and terribly broken, but the 3Dfx /Glide version was incredible)
iD continued to work on GL engines. When Quake3 came around, curved surfaces and the like required some form of fragment shading and that was not available in DirectX6.1 at the time but did exist in any OpenGL1.3 ICD.
If you look at Doom3 code you will see that it was started way before GLSlang was around so its shaders are issued via the fragment and vertex extensions and not via the shader language. Which is why it looks pretty much the same on a GeForce3 as it does on an 6800.
JC is genius at engines don't take away from him by using him to defend a questionable argument. The best looking engine in the business today par none is DX (Cry Engine)

so is the 2nd best (UE3), etc...
Really? You don't think ET: Quake Wars comes in somewhere over there? That is personal opinion anyway, the fact that Cry Engine needs Windows Vista and a monster of a computer to look pretty doesn't really impress me. There is no evidence to say you couldn't do the same on OpenGL just because it wasn't done on OpenGL.
As to what DX offers that OpenGL doesn't. Simple = allot
I've learned DirectX this past holiday and I took graphics in my third year (OpenGL). I couldn't see any benefits apart from not having to work in Linux. You'll need more to convince me one way or the other.
You must be thinking that I think OpenGL is better than DirectX, you're mistaken, I simply don't see one as better than the other, OpenGL keeps up with DirectX and in terms of professional application DirectX doesn't even exist, the reason being OpenGL works completely different from DirectX with different objectives in mind.
If you actually want to make a point rather try pointing out that most games run on DirectX rather than OpenGL because technology wise, there isn't much either way.