jacobvandy wrote on Nov 14, 2014, 13:17:
Just like DX10 didn't have much different about it than DX9, feature-wise. The advantages of the last few newer versions are largely related to efficiency.
Feature wise DX9 and DX10 might be similar, but the API is very different. I found this out while writing a wrapper for DX10 and DX11. I had a few DX9 wrappers to copy from, but ended up having to write everything from scratch.
DX10 is missing features that Starcitizen is using. No tessellation, limited shaders, texture size, multi-threading, 2GB resource limit...
Oh and that double precision floating point they are working on for the large maps isn't supported by DX10.
RSI could get the game running on DX10, but they would need to spend significant time doing so, and compromise the quality.
I would rather they spend that time and resources fixing the game.
The launcher needs it. No reason for it to use almost the same amount of CPU while downloading as the game does while running. It still crashes when accessing a drop down menu while a patch is downloading.
The flight controls are bugged. Randomly spinning still happens. After crashing and re-spawning the ship often starts flying backwards. Flying the Aurora in a race is almost guaranteed to have some control issues including super slow(almost not moving) forward flight.
The animation system they are using breaks too many things.
Head-tracking needs a lot of work. The helmet does not move with the head. Rendering order is wrong, the body is rendered separate from the helmet, and ignores z-depth. This is common in games to hide clipping problems. Worst of all the new auto focus moves the view making head tracking in a dogfight impossible(probably a way to turn this off, but I haven't found it yet)
Despite everything wrong with this game flying the M50 in a race using a x52, ruder pedals, and track IR is a blast. Too bad it won't be free for much longer.