Pottsey said:
“But why are people getting excited over one level?….. being supported in 1 level with a new game seems a bit silly”
Its not one level, every level has PPU support. Just the one level is for the PPU only. Even the demo has support in both levels.
Yes, there's support for the PPU - but there's nothing that showcases the PPU. If Aegia hadn't offered Ubi a fair sum of money (or a huge discount on their physics API), I wouldn't be overly surprised to see this sort of technology being show-cased on a dual - or even quad - core set-up.
Pottsey said:
“considering there are possibly more viable (and cost effective) options becoming available from the likes of ATi etc.”
ATI solution is not more viable as it doesn’t do gameplay physics and it's also not more cost effective as it costs more. Its also less viable as it has no game support.
It doesn't do gameplay physics yet, as there's no game support. But to be honest, there's barely any game support for Aegia at the moment! And I'm sure ATi have far more influence than Aegia...
As for costing more, it depends which way you look at it. My X1950Pro isn't really worth much on the second hand market - if I were so inclined, I could buy a new graphics card and use the X1950 Pro as a dedicated physics card. Alternatively, I could sell the X1950 Pro for what, £75? Purchase a new graphics card, and have to purchase a seperate PhysX card for what, £125?
Pottsey said:
“none of that wouldn't be doable without a PPU.!”
Any evidence, I don’t think the wind is possible without a PPU. Every single thing is able to be blown up, rubble doesn’t disappear like it does in other games.
Any evidence that it does NEED a PPU to do it? Look at Cell Factor - that 'required' a PhysX card to run, yet by simply using Notepad, that could be worked around. As far as I know, the only missing feature was the cloth - and I'm sure that could be fixed if they developers designed it for use on a dual core processor rather than a dedicated PPU.
Pottsey said:
“the idea behind the PPU is to calculate the blast radius, and calculate what gets damaged, what direction things fly , how they fly, where and how they land and in that vid none of that is being done really at all.”
All that is being done. It even goes as far as the wind from the blast radius blows trees and leaves about. Explosion parts go flying. We have never seen wind as good as this in any other none PPU game. Its 100fold better then the wind in Alan Wake.
Yes, but maybe the Alan Wake developers decided they didn't need better wind? Perhaps they reached the stage where they thought they were adding increasing cpu overhead for little benefit?
Pottsey said:
In the demo you can lay mines/C4 on tanks where you place mines/C4 effect’s the way the explosions acts and parts go flying.
Again, that's not exactly something that requires a dedicated PPU - even Source has objects that will fly away from explosions depending on its angle from the explosion and the explosion's origin...
-RaZ