it was my understanding that was the plan SE had from the beginning.
also you should note that SE might go ahead with the addons on the PC and PS4 and pass over the PS3 since they plan on dropping support for it sometime after the expansion anyway
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But, it's like you didn't read anything I psoted.
If it's not tried, tested and proven, Square Enix won't touch it.
The DirectX 11 client is already confirmed, graphical adjustments mean squat to balance.
(If you meant add-ons that's a negligible addition that most console players generally won't care about)
DirectX 11 modified, runs on a PS4. I'm not sure which hat you're pulling this out of.
The PS3 is pretty much a write off after 3.0, depending on the number of log-ins the PS3 receives we can see this leaving sooner rather than later.
I don't have the latest and greatest GPU. I have the one I bought before 1.0 hit, the recommended one, the gtx460.
God I hope DX11 is on the way, because every other dx11 game I've played put well less stress on my cpu compared to turning on dx10/9.
It cannot, as Sony does not permit unsigned/unlicensed code to be run on either the Ps3 or PS4.
Hence why you never had Mods for Skyrim on the PS3 even though the engine permits it.
DirectX 11 doesn't run on a PS4 at all, DirectX is a microsoft API.
the Playstation uses something much closer to OpenGL (but not opengl) as well as bare metal programming.
But yes, i was referring to addons.
Neither can happen on the Playstation platform - it unbalances the game in favour of PC players and whence SE realises this fact, addons will be dropped and forgotten.
Strictly speaking MMO addons are generally text files so there's no actual code coming from the addon. LUA is fairly popular for MMOs UIs; SE probably have their own custom UI code. An addon would only be able to access APIs that are permitted by the developers and that would only modify the UI and not any of Sony APIs.
I think the main issue with addons would be consoles, yes, but probably the overhead a API would consume. The only addon I would like to see would be a parser even only if it's personal because I like to see how well I'm doing or if that upgrade really is an upgrade or not.
I would like an official parser too.
and who says it will be unsigned/unlicensed? if it has to pass through SE to be used it will most certainly be refined/signed as for being licensed. pretty sure anything they put in place is considered licensed. they aren't going to let just any addons pass you can be sure of that much.
back on topic. they did say at the london fanfest they expect to be able to show the DX11 client by the end of the year. hopefully not long after we will see it released
Clearly you need to do more research, as it's something we've already done successfully thanks to the swap to a x86 based architecture making it a slightly task.
The PS4 does support DirectX 11 regardless of the fact that it's a Microsoft API, whether or not Square Enix will take the opportunity to utilize this or simply stick with the OpenGL iteration they've used previously is anyone's guess.
The ps4 does not support directX as it does not use a Windows based operating system.
What it does have is a gpu designed around directx's ideals with a few extra's instructions/functions that are usually not made available on pc's.
Don't argue semantics, you'll lose; as going by your argument any gpu with shaders is able to use directx (which is not the case).
It runs a modified DirectX 11.1 API. You don't need a MS OS to use it.
Something you can easily Google. As it was demonstrated at GDC by Sony.
All this tells me is you are not educated in the subject matter aka PS4 hardware.
SourceQuote:
Mar. 28, 2013
The PS4 sees Sony move to a 64-bit x86 chip architecture, which will be music to the ears of developers, especially those used to working on PC games. The good news doesn’t stop there, though. Developers will be able to take advantage of Microsoft’s latest industry standard DirectX API — DirectX 11.1, but Sony has taken the time to improve upon it, pushing the feature set beyond what is available for PC games development.
Those improvements include better shader pipeline access, improved debugging support features out the box, and much lower level access to the system hardware enabling developers to do “more cool things.” That’s achieved not only through an modified DirectX 11.1 API, but also a secondary low-level API specifically for the PS4 hardware.