Quote: " All those additional features that dx11 brings aren't cheap either; they require extensive GPU/Graphics Memory. And while some of us are sitting on 960GTX's with 2gb of ram, not everyone is. As a result, it's going to end up excluding a lot of the lower end makers in this crowd, of which I suspect there's a great many. "
Not really, correct me if I am wrong but graphically you could still develop your game using DX9 shaders if you wished to, I don't think being capable means exclusive when it comes to shaders. I think in this case TGC are looking forward and feel it best to implement now rather than later, that can only be a good thing as it means they view it all long term.
Some end users/players may even now have to install DX9 since they only have x10/x11 installed currently, installing X9 wont affect your X11 installation but an X9 game does require it.
Developers need the choice for their target audience and limiting it to DX9 may leave you sitting in the wilderness for those players who have the systems and demand the games with graphical quality they expect, they have the specs so they want the games that push it, it's why they paid out the bucks.
If there is one single reason to upgrade for me it would be 'instancing' which is an (old now) X10 feature which would in one fell swoop remove the drain of thousands and trees and hundreds of npc's. I reckon X11 does it all even better. Being limited to normal and specular related graphics for my models only in this engine has grown so old for me that I am bored out of my mind with it
Also lets face it currently an x9 terrain shader simply wont cut it as you will find when you turn terrain off, the poly surface is still present and still being calculated for collision but you will get up to four times the frame rate as it is no longer rendered.