Uh huh, and otherwise, we'd all be playing at 2560x1600 instead.![]()
Thats possible, I could be gaming at 2560*1600 in five years, like it matters..
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Uh huh, and otherwise, we'd all be playing at 2560x1600 instead.![]()
I imagine the Bullet Physics library, which is going to be supporting OpenCL (currently supports CUDA), will likely become a very popular engine if PhysX only works on Nvidia cards.
It does not matter what it takes to what cryostasis does as it still looks unimpressive to me. The ATI Toy Story give me a bigger wow factor when i first ran it.There is no software engine capable of doing what you see in cryostasis above single digit fps and most of the effects in mirrors edge while not running the most optimal of performance would tax a software implementation too serverely to be useful.
And even if we don't take flashy physics effects into account 3D fps game engines are converging on a point where software physics can't run fast enough to simulate physics on simple bodies with a moderate degree of accuracy.
I see many games with cloth that looks real enough to me that even wrap around body parts
Even Painkiller looks better physically & that's all CPU.
It does not matter what it takes to what cryostasis does as it still looks unimpressive to me. The ATI Toy Story give me a bigger wow factor when i first ran it.
I have seen just as good or better than mirrors edge for 90% of the effects besides the tearing of cloth, & the only thing obviously different is that on PhysX it takes allot more resources. I don't care nore does the majority if its real-time or pre calculated as long as it looks GOOD.
I see many games with cloth that looks real enough to me that even wrap around body parts.
As things stand now, the only reason that users want to run PhysX is because of more eyecandy on screen & not because of more accurate physics, because even the review says that its only really eyecandy & not the physics.
Even Painkiller looks better physically & that's all CPU.
That your problem right there accuracy the avg gamer would not know what accurate physics is, so why waste hardware & programming resources doing so when the gamer will never appreciate it.
Lots of simple convincing physics is enough as this is about games having fun or if you keep pushing for high accuracy you end up with a simulator which does not have a broad appeal across game types & becomes boring for many.
Yeah one thing that made me chuckle about this physx stuff is something I saw with those weird 'plastic strip curtains' (don't know what the correct term is) which you can brush through and make them move around - I'm sure Splinter Cell (or possibly Pandora Tomorrow) managed the same thing 5+ years ago in some kind of hospital lab / mortuary or something. Perhaps not as 'realistic' but certainly good enough to be convincing when you are just playing a game and not trying to nitpick every tiny flaw in the engine.
Yeah one thing that made me chuckle about this physx stuff is something I saw with those weird 'plastic strip curtains' (don't know what the correct term is) which you can brush through and make them move around - I'm sure Splinter Cell (or possibly Pandora Tomorrow) managed the same thing 5+ years ago in some kind of hospital lab / mortuary or something. Perhaps not as 'realistic' but certainly good enough to be convincing when you are just playing a game and not trying to nitpick every tiny flaw in the engine.
You'd have to be a game developer to really appreciate what I'm saying here but the difference in accuracy that I'm talking about is the difference between 2 systems, one the "old" way that just isn't good enough any more and the new method with proper interaction with the scene.
As an example guns in a game like quake 3 would fall straight to the floor - always at an exact perpendiuclar angle towards "straight down" and if the surface was a slope or uneven they wouldn't align themselves to it - in a newer game using a proper physics engine they would interact with the geometry to align themselves properly and that code takes a lot more processing however inaccurate you make the precision.
Realism wasn't the issue with those cloth effects (which were very nicely done in splinter cell - and it was quite an old version of splinter cell) the problem was you could only use a very limited number of those affects active in any one scene before performance plummeted from nice and smooth to single digit framerates. With hardware physics you can have say 20 of those effects running in a single scene and it will still be giving you smooth framerates.
Which 99% of the gaming community are not developers so we will not be nit picking.
Very nice illustration of your point, Rroff.
Thats the problem... you don't understand how games are made so you aren't seeing the huge issues... which I can assure you are very real.
No! I play the games & not analytically study them & the point of the games maker is to make games for the games players & not to try and impress other games makers with inclusions that only gamers makers would notice & appreciate.
I rest my case - if only it was that simple.