Since development on XNA has long since stopped, it is unlikely that it will ever be updated to be in line with modern graphics technology, however aside from the obvious fact that it's Windows-only - what are the practical limitations of using XNA?
The obvious ones are:
- It uses DirectX 9.0 - which means no compute or geometry shaders.
- It's Windows-only (Excluding Monogame/FNA)
- It requires the installation of .NET and XNA on a client's computer.
#2 and #3 are obvious limitations, but can be considered acceptable. #1 on the other hand, is a bit more complicated. In practical terms what does being limited to DirectX 9.0 mean in terms of game development and graphical capability? No geometry or compute shaders means having to do more heavy lifting on the CPU, but is there any other limitations that an end user would notice? Ideally beyond a generic term such as "graphical fidelity".