There are other Windows APIs and Windows OS functions other than DirectX that either work differently or are simply not available on earlier Windows versions. XAudio2 would probably be among the most notorious.
That's the problem with XAudio2, though, and why I bring it up. What versions of Windows it works on properly depends on which version on the library you build with. If you build with the Windows 8 version of XAudio2, it won't work in Vista or 7, for example. I do believe it's a similar problem with 10 and 8, although I haven't tried.
To make matters worse, Microsoft goes through the trouble of "hiding" older versions of the XAudio2 library in newer versions of the operating system so that the compiler will use the version designed for the version of Windows it's being built on unless you jump through hoops to make it work.
It's also merely an example; my point is there are numerous changes made to the Windows backend every version beyond DirectX that can (and often do) break compatibility between versions.
That's the problem with XAudio2, though, and why I bring it up. What versions of Windows it works on properly depends on which version on the library you build with. If you build with the Windows 8 version of XAudio2, it won't work in Vista or 7, for example. I do believe it's a similar problem with 10 and 8, although I haven't tried.
To make matters worse, Microsoft goes through the trouble of "hiding" older versions of the XAudio2 library in newer versions of the operating system so that the compiler will use the version designed for the version of Windows it's being built on unless you jump through hoops to make it work.
It's also merely an example; my point is there are numerous changes made to the Windows backend every version beyond DirectX that can (and often do) break compatibility between versions.
In most cases there are abstract levels which allow working with the part of the system regardless of underneath APIs. DirectX is important, because we're talking about 3D game with a lot of objects and visual effects, so we can't go with some wrapper.
If we'd spoke about some orchestra simulator, audio APIs would be a problem too as we'd need to work with low-level APIs, but that's not the case (I know what I'm talking about, several years ago I was a part of a project for making custom audio library for Unity3D - it's embedded audio was not enough fo DJ game).
Of course there's always abstract layers--that's the point of a programming languages to begin with--but it depends on how they use them, and what kernel features the development team decides it would be nice to have.
Firaxis's own XCOM: Enemy Unknown was a DirectX 9 game, but you still had to have Windows Vista or else the game would outright refuse to run, even though XP was perfectly capable of DX9.
Of course there's always abstract layers--that's the point of a programming languages to begin with--but it depends on how they use them, and what kernel features the development team decides it would be nice to have.
Firaxis's own XCOM: Enemy Unknown was a DirectX 9 game, but you still had to have Windows Vista or else the game would outright refuse to run, even though XP was perfectly capable of DX9.
Generally that's how it's done - you pick minimal OS version you're targeting and make game for it. Later OS versions are pretty much compatible. There are several areas where you need alternative libraries to avoid compatibility mode, but unless you're targeting very ancient OS versions, this shouldn't be an issue. And, of course, there are areas where you may want cutting-edge technologies and so you may want separate support for newer OSes - for games that's generally limited to DirectX.
I can see them dropping Vista support, but something like a third of Steam's user base run Windows 7. There's no way they wouldn't release for that if they want the game to sell.
Win7 is guaranteed as most modern games still support it. .
Also Win10 is fine. Upgraded from Vista 32 to win7 64 years back then rode the free upgrade to win 10 64bit.
uh well, I've ran into a couple application lock ups since going to 10 and I ran into the infamous start button not working issue on win10 which took me like 3 hours to find a solution for, but other than that everything is almost identical to 7. So I guess it's up to you, but I'd rather get a free upgrade now than be forced to pay for one in 2-4 years when games stop working on 7.
Min requirements are generally thought to be increasing from dual core to quad core, but that's rumor.
If you have a pc from 2011 >, as long as it was decent when it came out, you might just get away with it. Mine is October 2011 and has a quad core, priced £500 when i bought it (about $79438743874834 in colonial). I'm expecting that it will run civ VI in agonizing pain
They did ask him about performance in one of the interviews a few weeks ago, and he said it's too early to be able to give any kind of definitive answer.
I'm sure they have a target setup, but they can't announce it until they see how the "finished" build does, or people will cry when it turns out to be inaccurate.
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