Some questions about stuff in OpenGL and DirectX

In directX 9 and lower, there are fracture lines visible with particles that are doing smoke effects.
e.g. Unreal Tournament 2004 in Windows

In DirectX 10 there is something new called soft particles that get rid of the fracture lines effects.

In DirectX where there are multiple textures forming a surface on an object, there are joining lines, seams visible where textures overlap.
DirectX 11 has solved it, read somewhere.

Are these things in OpenGL or not and in what version?

To me it seems even GL2.0 (not 2.1) can handle that. Just bind depth-buf as texture, and do if(zdiff>0)alpha*= clamp(zdiff);