• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Ageia PhysX Accelerator

Pottsey said:
“Ok so it looks like un-random square blocks flying all over the place.
PhysX cards are still very unimpressive,”

That’s how explosions should look. What about all the other effects. Did you watch the video I linked to? What about the soft metal, cloth, wind and everything else? Do you really not find the wind impressive?

the fluid effects in physx are terrible! seriously they look awful, take cellfactor for example. when you shoot someone and the blood comes out, it seems to come out in massive balls and clumps. and just glides across a surface leaving no trace of it being there.

i prefer the traditional splatter on the wall than that in any situation
 
“the fluid effects in physx are terrible! seriously they look awful,”
Whats wrong with this? Its old as well the newer implantations are even better. http://www.youtube.com/watch?v=anoH3JQJGlA its x10 better then what the CPU does.




“it seems to come out in massive balls and clumps.”
Why do so many people live in the past and judge the PPU on how it used to be not what it’s like now. Only the first gen games had liquid like that, the newer games like Infernal have very good liquid without the blocky clumps.
 
Pottsey said:
Shooting leaves is nothing amassing and it’s a step behind what Ageia do. I have been shotting leaves in games for well over a year now.

With all due respect, you are right in the fact we have been able to shoot leaves and then we get a sprite emitted that looks like a leaf, but this isn't actually physics.

I'm referring to an old video demonstrating Crysis where the guy shoots the palm leaf on a palm tree and it bends and sways realisticly. This is infact quite a complex thing, most likely this is an IK chain of some sort and we havnt seen this on trees in games before.

As for that video of the fluid simulation, that simulation is very mediocre. If the PhysX card is as powerful as they say, then it should be able to cope with a far denser amount of particles controlling that polygon mesh, either that or the amount of polys in that simulation is too low making it look blobby (which is handled by the GPU as you know)

Something else I'm surprised I havn't seen from PhysX are wet maps. These may be in the API I'm not sure but I havn't seen them thus far. Basically what the wet map does is mark an area on geometry in the game where liquid has been in contact with. The GPU can then apply a shader to make the area where the liquid was appear darker as if liquid was there. The wet map needs to be generated in real time obviously as the particles come into contact with the geometry and I would assume the physics engine would do this.

Anyways, does anyone have any recent videos of liquid siumulations done by the PPU?
 
Last edited:
Back
Top Bottom