01-21-2015 10:54 AM
01-22-2015 12:55 AM
01-22-2015 02:28 AM
01-22-2015 02:45 AM
01-22-2015 02:46 AM
"agnu" wrote:
what about opengl? Is there no info on specific opengl version support? Half life 2 does have an opengl renderer on the linux and mac. Valve could port hl2 to opengl on windows and integrate the latest sdk.
01-22-2015 03:57 AM
01-22-2015 05:38 AM
"EisernSchild" wrote:
Did not get it at all... You say you remove the D3D9 DistortionRenderer class from LibOVR ? If i use DX9 in my engine i still can include the old rendering code in my own project, right ? So that does not change anything, right ?
"DarrenM" wrote:
Hopefully someone can make a runtime switcher if it ends up being necessary to swap back for the dx9 games. iRacing (dx11 support in progress), Live for Speed, Richard Burns Rally, Euro Truck Sim et al. It also cuts off hope of CV1 support for those games
"scawen" wrote:
Why would anyone create a game based on DX9? There is one good reason. If you would like your software to run on Mac or Linux. That is possible, using Wine, for a game written for DX9. But Wine does not support later versions of DirectX, so if you use DX10 or later, your software can ONLY run on Windows (later than XP).
01-22-2015 05:52 AM
01-22-2015 09:06 AM
01-22-2015 09:53 AM
01-22-2015 10:16 AM
"pixel67" wrote:
So they are dropping support for a 12 year old API (http://en.wikipedia.org/wiki/DirectX) that:
1. Has been replaced twice and coming up on a 3rd time with clearly superior technology as already stated
2. Was initially part of an OS which itself is EOL.
3. Was never intended to render VR
All i can say is good riddance. If it makes the end product more stable and responsive then all we have lost is support for a few titles who were solely relying on outdated technology...
Good decision in my book.