Hello there once again, after a long hiatus I have decided to return and ask a simple question. Whether to receive insight from the general community or have questions answered from the DEVs themselves.
Even if not utilised will the more advanced DX11 features and Hardware accelerated PHYSX still be implemented into the engine for modders to use? The reason I felt (and I honestly hope I am not going against the rules here) this needed a unique thread is that I am inquiring as to features that have all but been confirmed to not be featured in the game itself. This ranges from DX11 features such as tessellation and multi-dimensional tessellation and PHYSX features such as hardware accelerated hard/soft body and fluid dynamics. While DX11 and PHYSX are confirmed part of the game engine, from what I understand these things are for a personal lack of better words, modular. Specific features of these individual middlewares can be implemented into the game engine whilst leaving others out.
So in conclusion I am more than well aware that DX11 and PHYSX are in the game but what I do not know is whether features that have been all but confirmed to not be in the game itself will still be in the engine for others to tinker with(multi-dimensional tessellation for damage models, hardware acceleration) . Lastly how do you personally think the inclusion of such things in the engine itself to be utilised by the modding community will affect the overall experience and evolution of mods and development?
Thank you for your time.
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. Things you mention are performance hungry and gameplay useless. Modding capabilities are still largely unknown. They mentioned tessellation before, at best it will only make the terrain a bit more diverse (as a noise applied to grid)

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