...and then...
Wait....what?!! You don't get to say that it would be a good thing, and then make a completely ridiculously all-encompassing definitive statement that DX9 is everything we could ever need in a sim...that's just ridiculous.
It's kind of amazing how people will defend ISI's decisions tooth and nail...even if it means contradicting themselves.
I respect ISI's decision, and it is what it is, just have to get on with the program; but I'm pretty sure there's some things in DX10+ that would help me write some shaders I'm working on. However, I'm not an engineer, so I'm not 100% certain about that. Also, from what I understand, it is quite a sizeable undertaking to make the switch.
You do not realize what a massive change it is for a graphic engine to swap between APIs, it is most likely to make all its content totally useless, looking horrible, stuff like reflections stopping to work completelly and so on.
We've not said we won't update, correct.
But we also haven't said not to DX11. Although I think I have pointed out a few times that DX11 is old now as well.![]()
DX12+ APIs, when available, will likely not be back-ported to Win7. Skipping DX11 would exclude large numbers in the sim community.
jjcook, GPUs going as far back as the Nvidia GTX 400 series are DX11 compatible http://www.geforce.com/hardware/technology/dx11/supported-gpus?page=3
thanks yes , i know there are some inexpensive options too- when i do it: i am still on a 260 but also an old g25 so not sure what will get replaced first - i was waiting for one of them to break first![]()
Are you me? Or am I you?
lol....there may be a few of us out there /here![]()
Jeremy Miller
Release candidate built (844), on to final testing. Hope for this week.
The rF2 client will always be Windows only. Although I have heard discussions of others. I'm 90% sure... Enough to say no.What about OpenGL? (Linux, OSX)
Hmm sorry: and Windows, no ?
Jeremy Miller
Release candidate built (844), on to final testing. Hope for this week.
Hosting might be a different matter, we'll see.