Mit der Eröffnung von Foundry 42 dem Umzug von CIG Austin und einer laufenden Aufstockung des Personals
von 100 auf 130 und bis 200 im April ist Leerlauf sehr relativ.
Mit Foundry 42 hat man gleich mehrere alte Space game Entwickler ins Boot geholt.
Die haben schon an WC mitgewirkt und Privateer und Starlancer gemacht (Warthog)
Wie aus den Dev Thread zu entnehmen muss der Dx11 Pfad für das DFM neu geschrieben werden da man zuviel DrawCalls hat

(DogFigth Programming)
Die sehr weinerlich
provozierend gestellte frage war wie viel DX11 vernachlässigt wird da man ja unbedingt auch Mantel Supported.
(Wusste gar nicht das du so ein NV -Fanboy bist

)
Hey, Josh Alway, graphics programmer here.
The two will probably be implemented by different people. Who we assign to do the Mantle implementation is still up in the air. From what we've heard from several sources, Mantle is actually relatively straightforward to drop in (though you can obviously do more Mantle-specific optimizations given more time).
The DX11 optimization is currently Brendan's pet project; and will likely continue to be for the next year or more simply due to the scale of the task. To put it bluntly, our current performance is awful; I'm sure everyone has recognized this by now. CryEngine simply wasn't designed to do what we want in terms of rendering large numbers of heterogeneous objects.
(technical stuff) The way in which everything is built, the ships in particular, puts the number of draw calls through the roof, creating a massive CPU bottleneck for everything from lowest end to the highest end machines. To give an idea of just how much this is limiting our performance, our testing with a Titan on a high-end machine was using about as much raw compute power as a 9800 could provide; and simply idling the rest of the time. What's more, it also means we're wasting tons of CPU time on this overhead. The solution to this is quite complicated, and I won't go into it here, but it does succeed in removing that draw call bottleneck entirely in our prototypes, giving both a really good performance improvement and opening up doors for further optimization.(/technical stuff)
However, that won't be coming for quite a while; implementing the solution in-engine is a pretty massive task.
So, no, we aren't slacking on the DX11 implementation; though you may not see massive improvements for a while.
