Its optional otherwise, they lose big fan base
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It came up during E3 as far as I recall.
Internal discussions on the implementation of higher resolution and or various uncompressed textures, was up for debate. They said it was still in the basic mathematical stages at the moment (i.e. "Do we have enough memory on your average DX11 card for this?"
Other games have much higher resolution textures and seem to fit it into gpu memory just fine. Often those games have much larger maps (since FFXIV zones load individually anyway). Also, I'm assuming (at least hoping) the original game assets created are already a much higher resolution and aren't compressed, and were subsequently downsized and compressed to fit into the PC, PS4, and PS3 versions respectively. I don't see the harm in including a hi-res texture pack if they already have the assets, especially since players can just NOT USE IT if their respective GPU can't handle it. PC gaming and graphics are about options for the end user that scale appropriately with their individual hardware's capabilities. Right now the entire game has been reported to use at most 800MB or so of VRAM...a ton of mid-range and higher cards out there have 2+GB, so there's plenty of room to increase texture sizes and lose that nasty normal map compression for quite a few PC players.
I think graphic improvements will also be much much easier after they finally declare "end of life" for the PS3 version. It's the reason the game is stuck with zone loading, terrible dithery checkered "alpha" blending, limited hair styles, physics, and a slew of other compromises. I apologize to those playing on the PS3, but meeting that system's 8 year old hardware is severely limiting this game's visual and even gameplay potential.
How about an OpenGL client?
I've been eagerly awaiting any news on this DX11 update, since even before version 2.0 was released. If anyone following this thread hears any more news on it, it would be excellent to let us all know! It would also be awesome if Nvidia helped implement their HBAO+ (much higher quality than the strange small-radius implementation of AO they're using now, and possibly actually more efficient for modern GPUs), as well as TXAA 2x and 4x as alternative Anti-aliasing methods. I'd be ecstatic if they were considering any additional AA options in the future as well, most notably SMAA 1x, 2sx, 2tx, and 4x variations; maybe even MSAA with alpha (as seen in CryEngine3) as it's possible with deferred rendering under DX11. Physically based rendering would be incredible for this game too but my wishlist is already pretty long here :P