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2K Games, EA hop on the PhysX bandwagon

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Quoted :


" Two major game makers have signed on the dotted line and will use PhysX technology in their future titles, Nvidia has announced. Both 2K Games and Electronic Arts plan to have their game development studios across the globe use the physics application programming interface.

As you might already know, the PC version of DICE's Mirror's Edge will use PhysX. EA will be publishing that, and the announcement suggests there's more where that came from. As for 2K Games, Nvidia says that publisher will offer PhysX technology in GearBox Software's upcoming sci-fi shooter Borderlands. Other 2K Games franchises include the Grand Theft Auto series and BioShock (which has a sequel on the way), although the press release doesn't mention those. "


http://www.techreport.com/discussions.x/16014
 
I do not like how they're not going for a platform-independant solution. Oh well, bye bye decent competition in the graphics sector, hello £70 entry level cards.
 
what kinda platform independant solution do you have in mind? no one wants to pay for a PPU, even a high end multi-core CPU can't touch a GPU even when its doing rendering + physics... and the physx implementation will run on a CPU when no hardware solution is found (tho a lot slower and you might not be able to enable some features).
 
The splintering glass has been done a lot before - but the difference here is the shards will interact with the environment and each other - whereas traditionally they would go right through other shards as if they weren't there and stick halfway through surfaces at awkward unrealistic angles...

The debris effect is fairly incidental and for most part you wouldn't tell the difference between it and a traditional debris effect unless you happened to notice the particles interacting with the environment...

The cloth effect tho you won't have seen in other games as doing that kinda precise tearing around an object in realtime just isn't possible except with prescripted stuff that could only be used in highly specific situations with a pre-calculated object... in mirrors edge you could place materials like that at any place throughout the level and throw any object at it doing different effects depending on the force/mass and size of the object, etc.

On there own each effect doesn't do that much - but when you combine this level of interaction throughout the world it makes it much more immersive.
 
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The splintering glass has been done a lot before - but the difference here is the shards will interact with the environment and each other - whereas traditionally they would go right through other shards as if they weren't there and stick halfway through surfaces at awkward unrealistic angles...

The debris effect is fairly incidental and for most part you wouldn't tell the difference between it and a traditional debris effect unless you happened to notice the particles interacting with the environment...

The last cloth effect tho you won't have seen in other games as doing that kinda precise tearing around an object in realtime just isn't possible except with prescripted stuff that could only be used in highly specific situations with a pre-calculated object... in mirrors edge you could place materials like that at any place throughout the level and throw any object at it doing different effects depending on the force/mass and size of the object, etc.

On there own each effect doesn't do that much - but when you combine this level of interaction throughout the world it makes it much more immersive.

Besides the cloth i didn't notice any other difference besides more of = Ghost Recon effect.
The glass interacting was not noticeable to the non interacting so is worthless.
The helli blowing crap on the roof seen before and just as good without HW assist.
Potential of PhysX is not being used at all & if being put to use on effects that I have seen many times before & no more effective than a KillerNIC in its use.

Its free but not worth making a Song and Dance over as the difference with or without is no more than what you get in most games with low & high effects settings.
 
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I take it you didn't notice the way the glass shards were hitting each other on the physx one resulting in the shards shattering realitically into smaller pieces and each shard bouncing correctly off other shards and the rest of the environment instead of sticking through each other at awkward angles and then dissapearing after a couple of seconds...

Its only a taste of whats to come but I believe its baby steps in the right direction and I wouldn't knock progress, tho maybe if I had 3x ATI cards in my PC I might see things from a different perspective :rolleyes:
 
I'd be shocked if these titles do not offer a more than satisfactory non accelerated PhysX mode, with hardware just giving that extra eyecandy. Physics needs a true open Physics API. Hopefully Microsoft will integrate something into a future version of DrirectX.

(oh and I have a physx card before anyone looks at my sig and jumps to the wrong conslusion)
 
I take it you didn't notice the way the glass shards were hitting each other on the physx one resulting in the shards shattering realitically into smaller pieces and each shard bouncing correctly off other shards and the rest of the environment instead of sticking through each other at awkward angles and then dissapearing after a couple of seconds...
No i did not & if i only notice after its being pointed out then its not doing its job.

Its only a taste of whats to come but I believe its baby steps in the right direction and I wouldn't knock progress, tho maybe if I had 3x ATI cards in my PC I might see things from a different perspective :rolleyes:

Can't moan progress, but its not worth making a fuss over at its current level.

Where was the reference for 3x ATI cards to be mentioned ?
 
I just see a lot of irrationally negative stuff about physx of late from people who happen to have ATI hardware.

The video is too low res to really appreciate the effects anyhow unless like me you've worked with implementing physics in games (and these things tend to jump out more)... but I'd imagine the glass effects in comparison would be much more noticeable fullscreen at a decent res when actually playing yourself.
 
I just see a lot of irrationally negative stuff about physx of late from people who happen to have ATI hardware.

The video is too low res to really appreciate the effects anyhow unless like me you've worked with implementing physics in games (and these things tend to jump out more)... but I'd imagine the glass effects in comparison would be much more noticeable fullscreen at a decent res when actually playing yourself.

You have been here long enough to know that you should have noticed negative stuff about physx Period, as to how its implemented in games even before NV bought it out, so no you can not make that assumption that's its only because i own 4 ATI cards not 3 but 4 & with your prospective only NV users are allowed to say anything negative about physx.

I has seen nothing thus far to make me feel envious at all & your ati comment is just trolling.

By the time that physics because worthwhile ATI will be in on it or MicroSoft wil have an API.
 
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When PhysX hardware has the impact that going from gfx Software 3D render to gfx Hardware voodoo 3D render then i will make a song & dance.

We'll hold you to that. Could be funny if it happens! Post on youtube please.

I think we've yet to see any titles that really utilise this tech. With such big names behind it now it shouldnt be long. Maybe EA could put some physics into the NFS series, the cars handle as if they are on another planet.
 
We'll hold you to that. Could be funny if it happens! Post on youtube please.

I think we've yet to see any titles that really utilise this tech. With such big names behind it now it shouldnt be long. Maybe EA could put some physics into the NFS series, the cars handle as if they are on another planet.

Could that be because the nfs series is an arcade type racer and not simulation?
 
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