One of the main reasons Brown gives for not supporting DX12 is that "it doesn't force our users to upgrade to Windows 10" and means that Star Citizen can be developed with "a single graphics API that could be used on all Windows 7, 8, 10 & Linux". Now, we're not technical experts, so when Star Citizen developers Cloud Imperium state that the change won't require a whole lot of work as both Vulkan and DX12 have a bunch of similarities, we have err on the side of agreement.
Considering the similarities between the graphics APIs and the ongoing development of Star Citizen, Cloud Imperium Games could easily change their stance on the exclusivity to Vulkan.
The announcement was made over at the community forums in a response to a fan question by Cloud Imperium's Alistair Brown. Currently Star Citizen runs using DirectX 11 but the plan was to phase out that API in preference for DirectX 12.
Brown also discussed thousands of objects moving around in the world of Star Citizen without a performance hit, teasing: "In terms of number of objects, when using our dedicated systems for asteroids & debris we can already handle over 100,000 individually moving objects on screen at well over 60fps, and intend to use an imposter system to handle the visualization of millions more in the background, so there's no concerns there".
He continues: "As a result our current intention is to only support Vulkan and eventually drop support for DX11 as this shouldn't effect any of our backers".
In fact, we probably won't have to wait much longer to find out if the developers will have a change of heart on this decision, as Star Citizen's single player campaign component, Squadron 42, is aiming for a release this year, at least according to the official website, barring any hold-ups that have plagued the game since its inception.
They're also still prepping for the next big build for the game in the form of alpha 3.0.