Sir JK wrote...
Correct me if I am wrong, but wouldn't the game engine have to be replaced to fully utilise DX 11. Even if we completely leave consoles out of the discussion, isn't the engine to old (it is 4-5 years old after all) to use the full advantages of the new generation graphics card. So in order to be able to use it they'd have to rebuild the entire game from ground up?
So even if they were willing to allow vast differences between console and PC, would it be worth making an entire new engine that the vast majority of PC users won't be able to fully utilise for years be worth it?
Not at all, no gaming enging is built around a specific API in particular, not unless it's PC exclusive or X360 exclusive, if the engine is X360 exclusive then you can build your engine to better use XNA, if it's PC exclusive you might build it around using DirectX but normally most engines are built not to be hardware dependant, also The Direct3D 11 runtime introduces Direct3D 9, 10, and 10.1 compatibility modes which allow use of only the hardware features defined in the specified version of Direct3D, can't speak about PS3 because I haven't used any tools to program for it.
Buttom line is, if they wanted to they can make the PC version use a lot of features from DirectX11, think of it as a book library, you pick a book (in this case the book is DX11) and start adding chapters from this book to your own book (chapters in this case are features) only you're not actually copying a feature, you're using its interface to apply to your own ideas... not the best example but at least people with little programming experience can understand it, of course it all depends on how much time and budget they have, all in all I don't think we'll see any game that utilizes the full potential for DX11 anytime soon
As an example though, Assassins Creed 2 provided 2 different executable files, one for DX10 and another for DX9, it's just the matter of changing the libraries,adjusting/removing the client code accordingly, linking the different object code and compiling to get a version of the executable that works with DX10 and another that works with DX9.
Ah done, sorry guys for the long read or the technical terms, not intentional but it cannot be explained any other way.
Modifié par ViSeirA, 29 décembre 2010 - 04:32 .