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whats so wrong with Q3?
Take a look at cryostasis and how cards without hardware physics acceleration perform... might not be the best game ever* but its the shape of things to come... my point might have been put more dramatically sure.
* But tell me the bits like pushing barrels into water and the guy throwing barrels onto the sheet wasn't nice to watch. The water could have done with more work tho.
Final8y said " Seen it all before with out PhysX & the last time i checked there was more games in development with out PhysX than with."
That's starting to change, look how many studies have moved to PhysX. THQ have just joined in http://gameinfowire.com/news.asp?nid=13278
PhysX could now be the most used physics engine for games in development.
As for seeing it all before I don't believe you. If you have seen it all before can you show us older none PhysX games with 3d liquids that flow into cracks and around 3D objects? Liquids that form 3d puddles based on the other liquids flowing about, not fake puddles.first few seconds look at the floor with the crack, very impressive how the water flows down and into the cracks.
But the fakes don't look anywhere near as good. Yes a lot of games don't use PhysX but now it's looking like more games in development use PhysX then any other physics API. Regularly we are now getting more of the big developers announcing the use of PhysX. That's 3 big developers this month alone and all the others that moved to it a while back like Bioware. It looks like all the people who said Physics is going die and Nvidia will kill it are wrong. Nvidia seem to be pushing for PhysX even harder then most of us expected.
I didn't See Bioware mentioned in your postBioware not a big hit!!! Have they ever had a game that's not a big hit? Which developers do you think are the main ones then?
EDIT: Dont EA have some of the biggest hits out there like the Sims?
Final8y said " Seen it all before with out PhysX & the last time i checked there was more games in development with out PhysX than with."
That's starting to change, look how many studies have moved to PhysX. THQ have just joined in http://gameinfowire.com/news.asp?nid=13278
PhysX could now be the most used physics engine for games in development.
As for seeing it all before I don't believe you. If you have seen it all before can you show us older none PhysX games with 3d liquids that flow into cracks and around 3D objects? Liquids that form 3d puddles based on the other liquids flowing about, not fake puddles.first few seconds look at the floor with the crack, very impressive how the water flows down and into the cracks.About 5 mins in doesn't look right though. Its good how the water flows around the tools but it looks wrong. As for the cans being thrown into the water it looked to me like the water was 3D not the normal fake flat waster most games have. Look a the way the water ripples when the cans hit.

In 4-5 month unless PhysX is running on ATI hardware then little will change than what we are seeing now with tacked on candy.lol I see these same discussions with the same 2-3 viewpoints going on on several different forums including [H], etc.
Unfortunatly it'll be 4-5months at the earliest til the swing in opinion but I'd love to be able to say told you so.
I didn't See Bioware mentioned in your post
And the Sims are going to use PhysX
Oh i do have one 2K game Bioshock & one PhysX UT3 ..funny i have only played both for less than 20min a piece & nether of them install at the moment.
One Bioware game MassEffect.
Not really a huge percentage of my collection.
And games just being published by them & not developed by them does not count.
theres a massive difference between using an easily obtainable pre writen physics engine rather than write your own, and putting in extra effects that require hardware to run, its night and day, one has NOTHING to do with the other
A bit hard to follow what your saying here - but its no harder programming wise to implement the more complicated physics effects that need hardware acceleration than it is to implement most software physics solutions... infact physx makes it easier than most as the API does a huge amount of the leg work and you can easily setup a scene and interactions with just a few calls. Infact you don't even need much knowledge of physics to setup for interactions between rigid and animated primitive bodies.
There is no real difference when programming for physx between software and hardware features - you just chose if hardware acceleration is enabled or not.
There is no real difference when programming for physx between software and hardware features - you just chose if hardware acceleration is enabled or not.