Good low-level 3D performance relies not only on the programmer to provide efficient models, but high-quality drivers for the hardware as well. Although RAVE was designed to be cross-platform, only hardware developers which supported Mac (
ATI,
NVIDIA, and
3dfx) produced drivers for it. This left any comparison between QD3D and alternative APIs one-sided, as outside of the Mac QD3D was forced to fall back to a software RAVE implementation. As OpenGL gained traction on Windows (often credited to
id Software, who championed the API over D3D), hardware developers were increasingly designing future hardware against the future feature set planned for Microsoft's D3D. Through its extension mechanism OpenGL was able to track these changes relatively easily, while RAVE's feature set remained relatively fixed. At the
Macworld Expo in January 1999, Apple announced that neither QuickDraw 3D nor RAVE would be included in
Mac OS X. The company laid off the development staff in June 1999, replacing the in-house technology with OpenGL after buying a Mac implementation and key staff from
Conix Enterprises. After Apple withdrew support for QD3D, an
open source implementation of the QD3D API was developed externally. Known as
Quesa, this implementation combines QD3D's higher level concepts with an OpenGL renderer. As well as cross-platform hardware acceleration, this library also allows the use of the QD3D API on platforms never supported by Apple (such as
Linux). The latest update is from 2023. ==Applications==