Wirelessly posted (Mozilla/5.0 (iPhone; U; CPU iPhone OS 4_3 like Mac OS X; en-us) AppleWebKit/533.17.9 (KHTML, like Gecko) Version/5.0.2 Mobile/8F190 Safari/6533.18.5)
Common sense to the rescue! He means that, while nvidia had its problems, for the most part their hardware and drivers were good. OpenGL drivers are, as I understand it, harder to make than DirectX drivers.
There is no harder/easier between DirectX and OpenGL on OS X.
OpenGL on OS X is NOT A DRIVER ONLY DESIGN.
OpenGL on OS X is accelerated within the entire WindowServer and thus via Quartz Extreme all object primitives/window views, etc., are OpenGL accelerated at the same version of the OpenGL Driver.
OpenGL system-wide acceleration is 2.1 for OS X 10.5.
OpenGL system-wide acceleration for OS X 10.6 is nearly 3.x compliant.
Apple is moving to OpenGL 3.x system-wide. [3.1->3.3]
To put this into perspective:
Windows DirectX 11 is not system-wide even on Windows 7 [it's actually DirectX 9.0 for it's Desktop Windows Manager], but only at the device driver level leaving it to the application to leverage DirectX 11 or earlier, down to DirectX 9.0 in Windows 7.
Linux OpenGL Desktop Environments are all OpenGL accelerated at 1.4. Sure, I have OpenGL 4.1 device drivers but the Window Server [Xorg] is pushing out at 1.4.
KDE/Gnome are moving to OpenGL 2.x [actually OpenGL ES 2.0 being a subset] in future versions of KDE/GNOME.
OS X must fall back to OpenGL 2.1 if a GPU doesn't have 3.x support. The same will be true when OS X is OpenGL 4.x accelerated by falling back to the next lowest OpenGL revision supported.
Testing OpenGL system-wide takes a helluva lot more work than writing an OpenGL Device Driver and leaving it up to each app vendor to leverage OpenGL directly via their needs.
Apple making the entire system OpenGL ready means the 3rd party vendor's codeing footprint drops dramatically.
Now that Apple has the iOS Platform, its only expanded it's OpenGL footprint to this platform to design, develop and test with each revision of the OS.