JohnnyS, on 13 October 2015 - 08:18 AM, said:
Be aware not all features are fully implemented.
That's the problem. There are exporters, but there always something that not 100%. BTW as i remember this exporter is a python script, which not so user friendly, because python plugins are very unstable.
And what if i use 3dsmax? There is no plugin for that. Of course making plugins for every major CAD softwares would be much work, so i think it would be better to create a converter from a popular intermediate format to .s, for example a collada to .s convert, as collada is supported natively by all major CAD soft.
ATW, on 13 October 2015 - 09:16 AM, said:
lose .S format stuff from not being compatible anymore.
Who said that .s support should be removed? It's already implemented, since that 0 resources needed to be in game. Even if no one uses it, there is no benefit of removing it.
Genma Saotome, on 13 October 2015 - 08:05 AM, said:
I'd much rather see an investment of scarce resources applied to replacing .XNA, which, in case you didn't know, would allow multiple threads to submit draw calls to the GPU and thereby break the existing performance bottleneck.
Replacing just XNA wouldn't solve anything. But replacing XNA with a 3d engine that supports directx 12 or vulcan api, and use GPU that is supports these APIs. As only dx12 and vulcan are really multi-threaded API-s. Older directx versions had some multi thread support, which looked good ON PAPER but in practice there was no, or small improvement, it was like placing spoiler on a bike...
Also draw call problem wouldn't be so big, if the modelers would know which is "draw call", and make their models to minimize the induced draw calls.
Water can look as water already in XNA if, a new water shader/material would be created, but currently only the original MSTS materials are represented in OR, no more.