Just wtf is the point if the engine is essentially the same and doesn't support multi-core processors or use the GPU better? Textures can be optimized for better performance, but just how much of a boost is the engine getting? Why didn't IronClad start on a new engine 2 years ago so Rebellion wouldn't be using a dated one?
Well, take first a look at http://en.wikipedia.org/wiki/Shader_Model ... Rebellion will be moving sins from shader 2.x to 3.x ...
GPU was never a problem with sins... shader 3.0 allow instruction and function... i don't know if they will use the geometry instancing, but if they use it, render can be very fast... for example, let say that you have a fleet with 50 long range frigate and 20 carrier... shader 2.0 need to render 70 mesh, shader 3.0 with geometry instancing can render the 50 frigate at once and the 20 carrier at once...
It is very possible that shader 3.0 somehow reduce the CPU lag too... when shader code cannot make something you wish, you need to fall back on the CPU... if some function done by the CPU now can be made with shader 3.0, it mean more resource for the game itself...
As for the engine, you have the general iron game engine... these general game engine is made from a AI engine, from a 3D graphic engine, from xxx ... now, Stardock is working on the graphic part of the engine... a full new engine ( by example supporting 64 bits and multicore ) will need a full rewrite of ALL the code... everything need to be remake from scratch... it is always possible to recompile the actual source code for 64 bits and multicore but speed will be only increase by only a few percent, not worth the work...