Ok, more question, here goes
1) AGP & 4X, 8X
AGP is a bus specifically made by Intel about 9 years back only for gfx cards, before that we had PCI based gfx cards, AGP starts where PCI left, the maximum bandwidth (data from CPU to RAM to PCI) was 133 mbps, while AGP started at 266 mbps with AGP1X, then came AGP2X (512 mbps), AGP 4X (1.1 GBps) & AGP 8X (2.14 GBps)
The difference between AGP 4X & 8X is something which is a lot asked, basically it depends on the game, modern games don't even use the bandwidth provided by AGP 8X completely, this is the reason AGP 8X card when installed on AGP8X motherboard perform the same compared to when install on AGP 4X motherboard, if U have a AGP4X motherboard then stick to it & get a new card, which will be AGP8X, but if U R buying a new system, then U won't get AGP4X anymore, AGP8X rules the market
2) ATI vs. NVIDIA Technology wise
The complete explanation can be found on the net, basically they both are DX9 & OpenGL Compliant, but it's just that ATI uses some different tricks then NVIDIA to do the same thing, so in the end, we get the same image quality, almost same in both cards but the way it is been done in the card differs.
3) DirectX & OpenGL
They are both graphics APIs & they both the same thing on screen
DirectX is made by Microsoft, which is only for Windows; it is made in such a way that DirectX works best with Windows, so it is not supported on other OS, like Mac & UNIX. DirectX is not only for gaming, look at your start menu or anything even those system things re made by DirectX, not directly, it is an engine which runs anything visual & shows it to U on the monitor
OpenGL is an Open Graphics API; it was made by SGI in 1992, to make a standard graphics API back then, so that all the manufacturers who were saying that their own API is better then other can follow a slandered API while still keeping their API for their GFX card
Back the we had many GFX Chip makers, like 3DFX, ATI, NVIDIA, Paramedia, 3DLabs, Matrox, Trident, S3 etc, now we have come to only 2, many of the companies were bought by other companies, like NVIDIA bought 3DFX, & ATI bought ArtX, some are still working but in lower market, like Trident is still good in making 2D for Laptops & PDA, S3 was bought by VIA & is now making the onboard VIA graphics
OpenGL has an ARB, which is a board of many manufactures, such as Apple, SGI, S3, HP, ATI, NVIDIA, they work together & develop a common standard so that the API which comes is compatible with all the manufactures card & not only one, remember 3DFX Glide, it was made for 3DFX cards only although it worked really good at that time, in 3DFX cards, but it didn't worked on other cards, so developers were forced to make the game engine twice, ones in 3DFX & Ones & other API, that’s Y they preferred OpenGL & DirectX as the standard after that, which everyone must follow. Unreal Tournament 1 was also made in Glide, DirectX & a language for S3 graphics
OpenGL, is platform independent, it Runs on Windows, Mac, Linux , Unix, Solaris, anything, this is the reason, all the 3D Software like Maya 3dsMax, are all OpenGL, cos it will run on anything with only 5% change required. Even the Scientific apps, like Satellite simulation, super computing data is made in OpenGL
The interface of Mac is considered to be most beautiful it is based on OpenGL, as well as the interface of Linux is also OpenGL, games made in OpenGL will also work on Linux & Mac, with as I said only 5% change required, but anything made in DirectX will not run in Mac or Linux
As a software, they both don't differ a lot, about the same, DX8.0 bought Pixel Shader support & now we have PS3.0 with DX9c, but OpenGL 2.0 is also out which also has support for PS3.0 just like DX9c, so now it's up to the game developer, He can use DX which is already optimized for Windows environment, or use OpenGL in which the game made can run on both Windows, Mac or Linux, capturing a big market, & also the growing market of Linux gaming.
If he is using DirectX then he don't have to optimize it for anything, but if he is using OpenGL, then he will write 95% code the same, & then the rest of 5% will be again optimized by him, for Windows, Mac & Linux separately, because optimization for Windows won't work on Mac, as Windows runs on X86 while Mac runs on PowerPC