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	<title>
	Comments on: Optimizing For DirectX 12 Will Take A Considerable Amount of Time &#8211; Zomboko	</title>
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	<link>https://gamingbolt.com/optimizing-for-directx-12-will-take-a-considerable-amount-of-time-zomboko</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Tue, 15 Jul 2014 22:42:00 +0000</lastBuildDate>
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		<title>
		By: d0x360		</title>
		<link>https://gamingbolt.com/optimizing-for-directx-12-will-take-a-considerable-amount-of-time-zomboko#comment-237604</link>

		<dc:creator><![CDATA[d0x360]]></dc:creator>
		<pubDate>Tue, 15 Jul 2014 22:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=202848#comment-237604</guid>

					<description><![CDATA[Let&#039;s use some common sense here...

Of course indies aren&#039;t going to code to dx12 in 2014 and if the project has already started they won&#039;t in 2015 either.  A lot of devs still use dx9.  Why?

The answer is simple.  Time and money.  You have to learn how to code for a new api.  A new api doesn&#039;t have many if any free public examples or code bases to pick through.  Only big studios can afford to spend the time to learn.  Also indies generally aren&#039;t looking to have the best graphics possible.  They are small teams they can&#039;t blow you away with super high detail worlds with the best effects because they would never finish.  By the time they got content complete some new effects would be out and they would have to go back and add them in.  Rinse repeat.

I love how all your articles about anything that has to do with microsoft have a negative slant somewhere in them. ]]></description>
			<content:encoded><![CDATA[<p>Let&#8217;s use some common sense here&#8230;</p>
<p>Of course indies aren&#8217;t going to code to dx12 in 2014 and if the project has already started they won&#8217;t in 2015 either.  A lot of devs still use dx9.  Why?</p>
<p>The answer is simple.  Time and money.  You have to learn how to code for a new api.  A new api doesn&#8217;t have many if any free public examples or code bases to pick through.  Only big studios can afford to spend the time to learn.  Also indies generally aren&#8217;t looking to have the best graphics possible.  They are small teams they can&#8217;t blow you away with super high detail worlds with the best effects because they would never finish.  By the time they got content complete some new effects would be out and they would have to go back and add them in.  Rinse repeat.</p>
<p>I love how all your articles about anything that has to do with microsoft have a negative slant somewhere in them. </p>
]]></content:encoded>
		
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		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/optimizing-for-directx-12-will-take-a-considerable-amount-of-time-zomboko#comment-237597</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Tue, 15 Jul 2014 16:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=202848#comment-237597</guid>

					<description><![CDATA[Poor indies, nobody gives a F*CK.]]></description>
			<content:encoded><![CDATA[<p>Poor indies, nobody gives a F*CK.</p>
]]></content:encoded>
		
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