Until now the default version of Oort has been OpenGL and 64bit on Windows. In the next version we are changing the default to be the DirectX 11 version and plan to remove the OpenGL and 32bit version to allow us to focus on the improving the DirectX version.
We have added support for DirectX 10 class hardware and we are working on a couple of remaining issues before the release.
The Mac version still uses OpenGL so support will remain in the engine. Its more about focusing effort - there are different bugs and performance issues between OpenGL and DX as well as Nvidia v AMD v Intel.
Puzzling, really. I thought the whole point of OpenGL and DX was to smooth out those differences. (He said, facing a day of sorting out C++ 11 feature support in different compilers.)
It’s been difficult to buy a computer with a 32-bit processor for a few years now. A modern voxel-based game needs 64-bits of addressing space because the range available under 32-bits guarantees a lot of virtual memory use.
But yeah, the legacy 32-bit systems will not be playing. (Nor will people running 32-bit Windows on a 64-bit processor.)
The goal is to only have DirectX 11 to allow us to get the best out of it. While it would be great if the same changes made the OpenGL and DirectX version better this is not always the case and testing/fixing/optimising for both takes more time that can be spent else where to make the game better.
I guess targeting DirectX 12 would limit players to running on WIndows 10? Any plans to create a Win10 DX12 version? I supposed the refactoring involved would be significant, huh?
(We didn’t release the 64bit OS X version earlier, because the 32bit version seemed to be pretty stable. Unlike the Windows version which consistently hit memory issues. Either way - it’ll be out soon. Think the target is next week.)