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#ActualFlimflam

Posted 14 August 2012 - 01:46 AM

There is a strong argument still for using Direct3D9 because XP is still in use even in the gaming world. Pretty much everyone, big studio and indie alike still targets it, because a 13% share is still statistically significant. Ignoring even ~13% as an indie can be problematic. Targeting D3D11 does reduce the number of people who can play your game; it just depends on your goals. If you're planning to sell the game, you may wish to consider targeting D3D9 for the time being. You might also consider learning D3D11 and creating an abstract rendering interface, implementing the ideals of D3D11 and translating that into D3D9 at the back end.

XP is losing ground every time a new survey is done by Valve. It's getting more and more appealing to drop D3D9 in favor of 11.

#1Flimflam

Posted 14 August 2012 - 01:43 AM

There is a strong argument still for using Direct3D9 because XP is still in use even in the gaming world. Pretty much everyone, big studio and indie alike still targets it, because a 13% share is still statistically significant. Ignoring even ~13% as an indie can be problematic. Targeting D3D11 does reduce the number of people who can play your game; it just depends on your goals. If you're planning to sell the game, you may wish to consider targeting D3D9 for the time being. You might also consider learning D3D11 and creating an abstract rendering interface, implementing the ideals of D3D11 and translating that into D3D9 at the back end.

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