In the early days of 3D gaming, there were studios that used OpenGL over DirectX on Windows. ID Software were the best known example of choosing OpenGL over DirectX.
OpenGL is legacy tech, just as DirectX
Vulkan is the new shader thing, and has been for at least a decade by now.
Natively supports Xbox and PC. Can run on Linux with Proton. The Playstation API functionally resembles DX12.
Vulkan is extension management hell (but has gotten much better, I concede)
I was talking about the past.
1) OpenGL is a (now legacy spec) and DirectX is an API on Windows. OpenGL spec is implemented by your GPU driver.
2) DirectX is a collection of multimedia APIs on Windows. OpenGL is just graphics. Direct3D is one of those APIs.
3) Thirdly OpenGL and Direct3D (before version 12) are pretty much the same in they can do. The code is pretty similar IIRC (though it been some time since I've done Direct3D programming).
4) Devs use DirectX because there is a full set of APIs for the target platform. Linux and Mac aren't typically targeted when making a game. Mac and Linux sales have been a very small percentage historically.