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considering the backlash, TGC might fix it but I wouldn't count on it until we get an official response. I'm assuming the avx issue is part of the core game code, which is very difficult to fix 6+ years after development.
I recently learned of a sad situation with an Android port of Osmos, where developers were never given access to the porting technologies involved, the porting company was quietly acquired by Google and further updates to the Android port became impossible. The last released version got so old by now that it doesn't run on newer devices. So developers halted further sales while they're arranging for a new port by a different vendor, which they're hoping to get done by the end of this year (which is a while already, and I don't know when that announcement was posted). And Osmos is substantially simpler than Sky, mechanically and technologically.
So… it could take a good while. Especially with ongoing support of what's working (or almost working) today.
https://www.youtube.com/watch?v=mIbNiSK-A68
And all that is 5 years ago... While the hot in topic now jumps from 256 to 512, below is an example of how it looks like in old games (from 2007) with a new engine that supports AVX512 supported rendering.
https://www.youtube.com/watch?v=rrizALqFiDw
So some players might still say, "Hey, my anicent old PC can run that game!", but it's a totally different monster when run by players with higher specs. So we can't really blame newer games trying to adapt to such technologies.
Especially how easy it is to change and edit stuffs that's been made but need changing with such new technologies. It makes the "debugging" part easier for graphic designers. Plus it reduces a lot of human mistakes simply by becoming easier.