Omnibot2000 wrote:Yes, I'm not a coder but as 111 confirmed, it must be far more comfortable to develop a 3D game with the SDK.
I would not say it's much easier though, especially if you don't have a devkit.
If it was not for Ninja library (think of it as a "3d engine") + content export tools, than I would not even bother.
(also, I did not do much with it yet, just played a little with included examples and tools)
So it seems possible to max out the hardware using KOS, but it is far less convenient.
The main problem here is If something is missing\broken, than you're mostly on your own with fixing\implementing that. But if you are a wizard who can implement everything by yourself (that obviously does not apply to me) within a reasonable timeframe, then sure, you'll have no problems with KOS.
There is one KOS-based title that looks compareable to the best looking commercial FPS though:
well, there you have it, a dynamic lighting (I'm sure it's a custom implementation, because KGL lighting is somewhat slow and buggy) + shadow maps. I wonder how well would it work with outdoor levels though.