How about a DX11 release? The FPS gains are MASSIVE.
Well there are two things with this:
1. DX11 uses the 64-bit client, which means we'd have to code a new EB that supports 64-bit, which right now is not technically possible until we can find alternatives to tools we're using to currently update the bot. Without these tools, EB simply isn't maintainable. To put things into perspective, when EB died earlier this year, it was coming off a 6-week update (I spent well over 500 total hours on that) since PoE changed compilers to something modern and that broke the entire project. That was just for a 32-bit -> 32-bit update where the code generated was totally different. A 64-bit update would require a lot more, on top of needing a new build that uses different tools and stuff. It's just not manageable for us.
2. The FPS gains in the client only address the 3rd point, and would be negated in their entirety as soon as people try to limit FPS, or use code that isn't designed to not cause performance issues that can result in the game from too many objects being around.
If you aren't limiting fps at all, have a good gaming PC to run PoE (SSD, good gfx), then the actual upcoming EB changes should result in less of a performance impact for you if you're currently seeing bad performance, but that better performance won't actually mean much unless you like watching the game while you bot and want it to look smoother, if that makes sense.
The issue is pretty simple, but very complex to solve: there's a limited amount of resources (time) available each frame the bot executes (limiting fps reduces that pool of resources). If the bot has more work to do than resources available, you will see greatly impacted client performances. The solution is to simply make sure the bot doesn't ever have more work than resources available, but that's where the complexity comes in. Better design and code can help reduce the problem, but there are limits to what is possible because at some point, there'll be more resources required than are available. The best solutions would be to get rid of the problem altogether, and not let the API be bound to the client's rendering, but unfortunately, that's just not possible with this game to achieve what we want (and trust me, we've been trying to solve that since 2013).
Anyways, more information on updates and changes will be coming when they are ready, as a lot of things will have to break to move forward, but we're always working on improvements and finding ways to do things better, even if we're not actively talking about them on the forums.
