Valve is the only developer i have seen that have used never before tried physics to effect the gameplay.
Bricks falling down in batman did nothing to batman himself, what is the point in using physics to accurately portray an object that does not effect how you actually play the game.
The current problem is that the game needs to play the same with or without accellerated physics. This inherently limits the amount of Physics the devs will implement that actually does affect gameplay as they don't want to target a small percentage of consumers.
I would expect that over the next few years, with more multicore CPUs deployed, and the adoption of physics libraries that are not tied to a specific vendor, then developers will have more confidence in actually using it.
I'm still waiting for walls in FPS games which can be shot down brick by brick, followed by a building collapse that accurately represents how the walls were demolished. I was not personally impressed with the physics in crysis for instance where things just didn't appear to have any weight (You brushed past a piece of corregated iron on the floor, and it just went into spasms. Just not realistic at all).
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