Quote:
Originally Posted by vranac
I did't say that some things can't be done in dx9 but that is big step back from what we have.
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This is exactly what I'm trying to tell you,
it really isn't. It's been argued for years since DX10 came out that the differences between DX9 through DX10 and DX10.1 are performance based, negligible and that developers don't pigeonhole their software to one API enough to really take advantage of the newer tech like I think you're assuming. Read about
: tessellation in modern games utilizing the DX11 API (or the lack thereof, rather).
Many argue that the pre-mature "re-versioning" of Direct3D is simply a marketing strategy to keep the 3D enthusiasts smiling. This is one part Microsoft advertising and marketing and one part game developers not taking advantage of the instruction set in a way that would warrant calling DX9 to DX10 to DX10.1 (and even to DX11) a proper paradigm shift.
Anyway, your worries about which DirectX API BoM will be using should be assuaged due to the post from Jason stating measures will be taken to utilize the latest DirectX API, and even 64-bit instruction sets to properly utilize memory among other things. This is surprisingly something many modern games do not support today (so kudos to the 1C/777 team) due to the extra work developers have to do...workarounds for larger memory addresses are often supplied by community/user made additions, read: Skyrim. Something not within the reaches of the original CloD team...they had bigger things on their plate.
EDIT: Oh, and "DX9 will be standard" most likely means it will be the minimum requirement, but able to run other APIs. API = an abbreviation of application program interface, by the way.
Ground unit scripting in CloD is limited by it's own engine as well, you're saying a guy was completing an addition with all the fancy features, but the reality is, he didn't. Seems like there is more to the story rather than he just "lost motivation". If the CloD engine were capable of doing it, then anyone would have done it by now, (like Bliss...he's a scripting ultra-super-mega-god, isn't he? That's what I've heard

) and it would be everywhere in abundance. CloD has just as many limits as any other online game. Too many objects and object instructions, more player limits apparent to both you and I in these last weeks on SOWC...such is online gaming life (universally - across the board).
Quote:
Originally Posted by vranac
I think everything is clear now.
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On the contrary, I'm having a hard time understanding what those questions are trying to ask, I think Google translate needs some work. "WT" is mentioned, are they asking about comparisons versus War Thunder?
In any case, I urge you to cease the focus on the potentiality of negativity regarding the features of a new project, as it's
highly unlikely a new, collaborated project that has it's standards set before it (the greatness that was CloD...or what CloD was supposed to be) will be anything short of a giant leap forward in regards to both products.