You keep equating DirectX versions with physics.
I keep equating it because the developers have equated it by making DirectX 10 the determining factor of whether advanced physics will be enabled. If you read my posts it should be obvious that I don't believe that DirectX 10 should have any effect on such physics since games which predate DirectX 10 obviously didn't need it for their advanced physics.
Since you persist to not read my posts and address my valid points on reasons why DX10 may make sense, let me ask you 2 simple questions?
What if they use the DX10 API for the massive amounts of objects while exploding, which DX9 cannot, and leverage the geometry shaders for this functionality as well, would that help you understand?
Would it be so horrible if a developer actually tapped the real benefits of DX10 for once, by leveraging the new API to handle the effects?
This comment was edited on Sep 14, 12:05.