That was a factor for me as well. Looks like the team up with microprose might bring something that is in the forefront of tech, we will see. I have heard many people saying that IL2/BOx is just a cut and paste of the ROF engine, which is @ 10 years old. This "style" of simply copying what has already been developed for the IL2 team is real apparent when you play tank crew and see it's just a copy of the flight sim engine and placing objects on the ground instead of the air.
BOx kind of reminds me of the movie Falling Down, where md goes into the burger joint, gets a burger, compares it to the picture on the menu and then asks "what's wrong with this Picture, does this look anything like that ? " The box art for these games looks great, but when alot of people get inside, they realize that was just an advertisement. If it was not for Re-shade, and many videos people have made to give out tips on spotting, etc, for myself I would have to call this game a huge failure. With practice and tweaking, I am slowly getting better at AC ID. However, thinking about it, the improvement is actually slight. Were it not for ground fire, on screen messages, and knowing, or supposing the AC on the deck are enemies, they all look the same to me at 2-5K . I have mistakenly shot at friendlies more than once online. That has lessened for me, but I don't think it's due to better gfx or shaders, I think I am just waiting alot longer to fire on AC. The result of this, is alot of missed opportunities at shots, which I pay for usually, or wasted dives on friendlies that use up a ton of energy.
I could be wrong, but from what I take out of developer responses on the forums this product is pretty well the way it is going to be. There does not seem to be any kind of hint that any gfx improvements are coming, or even being explored. That, I think, is very unfortunate. In the end, I think that hurts sales in the end, as alot will buy one, try it, and not go back for more of the same with different AC.