@Arty:
U can expect anything and nothing.
To give u a hint and endanger revealing confidential content, but YOLO what the heck:
I would call up on your imagination and the trajectory of BMS from 4.32 till now.
So now you know exactly what with DX11 support to expect in 3-4 weeks.
The only thing for sure is that the whole team is steaming like crazy working and freezing (inside joke :lol: ) their asses off…
Hey Arty,
I mentioned in the past the steps BMS would work towards. Seems to be spot on so far. I stated that moving from DX9 to DX11 would not take the bulk of the time to complete (this was in a discussion with IHawk). DX11 implementation was pretty quick (estimated 2+ years). Now comes the “bulk” of the time. “Assets” And in this I wish to tell everyone that this part of the evolution of BMS will take time. VR implimentation would require view sampling (in real time) from multiple points compiled to a single FOV to the players reference (FOV, at angle/position/range and weather/environmental conditions). That would require a HUGE amount of GFX interface to compile. If BMS does go VR, and to do it right, will require a monster of a computer. Yes, yes, DSC does it but true VR resolutions would require a very high VR system that would allow (true) 4K imagery to be displayed in real time. That would be realistic for the virtual world. I don’t think that technology has reached that level to the average consumer.
Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.