How do PCs so old even run ESO? It must not be very comfortable experience.
howardeb17_ESO2 wrote: »LostScot - thanks.
That's what I meant. I'm glad somebody confirmed it.
And yes - why can't Zenimax do the same, if maintaining DX9 is not a big deal.
I don't understand it.
because LostScot doesn't know what he's talking about. DX9 and DX11 are fairly different, DX9 and DX12 are lightyears apart. The way you structure code to work with DX12 and DX9 is different and largely contradictory. They're trying to move forward.
Also the percentage of players whose video cads are OLDER THAN SIX YEARS OLD should be pretty small.
howardeb17_ESO2 wrote: »LostScot - thanks.
That's what I meant. I'm glad somebody confirmed it.
And yes - why can't Zenimax do the same, if maintaining DX9 is not a big deal.
I don't understand it.
because LostScot doesn't know what he's talking about. DX9 and DX11 are fairly different, DX9 and DX12 are lightyears apart. The way you structure code to work with DX12 and DX9 is different and largely contradictory. They're trying to move forward.
Also the percentage of players whose video cads are OLDER THAN SIX YEARS OLD should be pretty small.
I'm saying that the DX9 rendering library shouldn't need to be updated moving forward. DirectX9 is old, sure, but it's stable. Developers have found the best ways of utilising the DX9 API, we've explored the limits of its abilities. The only changes made to the DX9 renderer used in the game I work on is when bug fixes are required, which let's face it, isn't required often given the age and stability of DirectX9 and the drivers available for older graphics cards.
You're spot on when you say that DirectX 9 and 11 are two entirely different things. I know first-hand what the learning curve was like switching from 9 to 11 for development. But when the older one simply needs to be maintained, 99% of development effort goes into adding new functionality to the DirectX11 rendering library on our team. Maintaining backwards compatibility for DirectX9 is easy, because we already have the processes in place in our assets pipeline. We've expanded the assets pipeline to output additional resources specific to DirectX11, but there was no need to change what it was already capable of in order to maintain backwards compatibility.
Stats for my game indicate 40% of our playerbase use DirectX9 hardware. Another poster in this topic said that a Steam survey shows 30% of Steam users only have DirectX9 or 10 available to them. It's smaller than the other chunk of the percentage, but it's by no means small when equated to an actual figure.
You've obviously never done any rendering engine development then. Worst part is there are people who know even less, they'll read your post, and they'll actually believe it. I'm speaking from first-hand experience, and there is zero need to drop multiple rendering outputs. The devs for ESO are already maintaining both OpenGL and DirectX rendering outputs, trust me, maintaining the feature set of the existing DX9 renderer alongside outfitting the DX11 renderer with new features is a tiny amount of work for a developer.
howardeb17_ESO2 wrote: »Zenimax, could you tell us something about it?
howardeb17_ESO2 wrote: »As I wrote, it's sad many people agrees with them, I can do nothing.
howardeb17_ESO2 wrote: »Such a valuable post.
What's so funny, that i would like to know Zenimax's response?
Maybe the fact, that I'm one of a milion and it seems many people here agrees with their dropping DX9 support, so they give a **** on me.
jamesharv2005ub17_ESO wrote: »What response would you have them give you? Its old outdated tech. Old outdated tech gets updated all the time. Its why we dont still play games in a DOS window.
MjolnirVilkas wrote: »Which to me still seems quite a lot.