Engine Features Preview 10/31

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Technically there is no limit of how much textures you can use per single shader.
Amount of Samplers only indicates of how much textures can be processed in single GPU cycle.

The real limitation was/is how much textures you can bind to GPU. The more textures you bind the more draw calls you generate there of your performance start to tank down, because CPU can’t keep up with sending textures to GPU.

With OpenGL and Bindless Resources it’s no longer limiting factor. The same with DX12.

At least as far as I understrand it (;.
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If that’s the case then why are they sticking with the limitation for PC OGL?