Hmm... some misinformation or misunderstandings about OpenGL on this thread, but long story short:
OpenGL is an API that allows developers to access GPU in easy and efficient way by abstracting the exact hardware behind sets of features that the hardware supports or doesn't. This support depends upon the drivers and the hardware itself and can be queried by the programmer.
It wasn't designed for games, but as an industry standard, open specification for utilizing 3D hardware. And it still is used a lot in the industry. Unfortunately Windows dominated in games after ~DirectX 7 and DX became defacto API to teach for game developers for decades. This will propably change in the future though.
Longer story continues:
OpenGL will be more commonly used with games in the future since cross platform releases for games are more common place and DX is windows/microsoft only API. Makes it easier to port your game if you choose OpenGL for your game/application. Not to even talk about Valves push towards Linux with Steam and new low level API's like Mantle which is reborn as Vulcan (next verson of OpenGL) that is basically the same AMD API that PS4 is using.
So the future of OpenGL is quite good in gaming.
About compatibility, OpenGL is designed to fall back to software rendering mode if the hardware can't support features that program requests. This ensures backwards compatibility over vast range of hardware by sacrificing performance but letting the software run regardless.
This isn't without limitations though and requires some driver support from the operating system or included software rendering framework in the application itself (e.g mesa).
And when we think about how much computing power goes to calculating the Push & Shove routing and when adjusting the track can change tens or hundreds of other objects at the same time, speed of rendering and calculating these algorithms is everything. And you really can't get there if your rendering engine isn't fast enough and is gobbling up your valuable CPU cycles while updating the scene.
Transition to OpenGL is natural one and will give the opportunity to render very large and complex boards with high frame rate and still saving CPU resources for calculations that GPU can't perform.
Not to talk about the possibility of having native 3D boards in KiCad like in Altium. It makes possible to rotate the board in any way you want, to have multiple viewports of the board open at the same time, fast anti aliasing, different materials, fast alpha blending and opacity, you name it. Real time copper pours (rendering speed isn't an issue anymore) and much, much more.
And if we think about it, any parallel calculations that GPU can perform should be performed by the GPU since it's superior in parallel calculations. These days modern GPU can be programmed like any CPU and can perform general computation using APIs like OpenCL if needed, for circuit simulation or any other requirement.
And what is Auto Routing or Push & Shove than huge amount of parallel computation to resolve conflicts and to do path finding while updating the graphics as fast as possible?