
Please say DX11 will improve/fix the rendering issues we see in the outer world - specifically Hunts, when we sometimes can't see the mob after too many people?Oh, thanks for the info, I think i did not catch on the chinese release statement. I hope it comes soon, specially teh add-on API, so I want to make an add-on to hide my action bars as It happened in 1.0 since ARR alpha.
Better shaders, some functions DX9 had been improved and enhanced, and some effects that were software only before now will be done directly by hardware hence improving performance, the possibility of better physics and lightning effects, tessalation, etc...
It's really hard to say. Part of the reason they hide models after a certain threshold is for server performance rather than client performance (since it limits just how many requests a server has to answer at any given point in time). Increasing the limit means the server has to take more strain, and that can be problematic on its own.


Well, that's true, but I found odd the lack of news lately if they were about to release it in October.
DirectX is an API for programming graphics, even though the priority of the displayed models on screen will most certainly be implemented with them, it's not something that is directly tied to the version of the API, but a programming decision made by the team.
If I had to guess they have a structure akin of an array or a vector that determines the draw priority on screen for a set of models, and the terrain and world objects, with the UI and our character would have the top priority, then probably the other party members, then people in the same FC, friend list, then other character models and mobs or monsters and bosses and so on.
The solution, I think, would be to put certain specific enemies such as Odin, Behemoth, and the hunt monsters with a higher display priority, but I don't know what other problems that may cause, and why they are taking so many precautions to do this, as it's been an issue since the game launched.
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