Soldato
- Joined
- 20 Oct 2002
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- 11,750
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Dont think so but they mostly run games at 720 so the performance hit wouldnt be dramatic. Batman AA looks amazing on my 46" LCD..
Isn't there supposed to be a pretty brutal performance drop just for a bit of smoke and paper?
Yes, basically they just ripped out perfectly easy to do things, fog, oooo, and stuck them in the physx hardware, and made the software version run incredibly slowly so ATi users essentially can't use it.
Its amazing what Dev's will do when handed a bit of money, if it genuinely offered things other games can't do at all, but this is horsecrap, fog, and minor enviroment destruction, I mean really minor. Its truly pathetic and should be illegal in terms of anticompetitive actions.
Same with the AA, the demo was a simple .exe but wouldn't enable AMD to use AA, there was a simple work around so the final release was changed with a launcher which opened another file which opened the game .exe , just so tampering/work arounds were that much harder for AMD to enable AA for the game.
Its becoming a joke, a level playing field for everyone is the only fair option, considering now AMD's financial baking dwarfs Nvidia's and Intel are joining the gaming arena and can also dwarf Nvidia's financial "rewards" to dev's for favouring them and outright sabotaging the competition.
I also find it embarassing how Phsyx/nvidia go on about realism and accuracy, yet every time I see not realistic looking crap, just more of it. For instance in the vid the papers flying around, well, he walks through paper on the floor, so they go all over the shop(not the ones being swirled around from the "dream" but the bits he's kicking as he walks), likewise they go in and out of his legs/torso/cape at will. Realistic, accurate, not even close, incredibly basic scripted "physics" which we've had in games for, well, a decade, theres nothing powerful or accurate being done here, its not so incredibly advanced it needs that power, its basic stuff we've seen in hundreds of games running so slowly its painful.
Phsyx's new slogan should be "Physx, needed since Nvidia have started paying dev's to do 5 year old effects so badly you'd have to pay for their hardware to fix it".
While many of the effects on their own are fairly easy to do... physx allows the developer to implement them with a small number of commands - alternative routines for other non-physx systems would tie up a programmer or 2 a modeller and a graphic artist for another month or 2... and while it would be possible to make cleverly opptomised fog/smoke that flowed and interacted with the environment like that in batman... that would take a reasonable amount of dedication on its own... and then apply that to half a dozen other effects they use... so you can see why on non-physx they simply aren't present at all.
Also "realistic" physics are one thing... but theres 2 issues here... (A) those physics are a lot more realistic than traditional physics - once you notice the subtlties you'll never want to see the old stuff again (B) "realistic" physics don't always work too well in a game environment without being annoying or distracting, sometimes you need to implement things a little more arcadey so it doesn't detract from the game.
These effects are nothing like the scripted physics we've had in games for years and if you can't notice the difference you seriously need to to take a closer look.
Its not a simulation its a frictional comic character game & nothing about the physics parts of that game impresses me so they have wasted there time.
Its not a simulation its a frictional comic character game & nothing about the physics parts of that game impresses me so they have wasted there time.
You should not need to look closely as that implies that the differences are not obvious & that the scripted physics did the job good enough.
I thought it looked pretty impressive. If I had the choice between the paper flying around, the cloth movement, the smoke and fog effects etc, or having none of these. I think I would choose the physics.
Its not like they are actually removing features from the game...
Take sparks as an example - traditional sparks are just a simple sprite given a movement vector maybe some simple gravity code and have no collision detection... takes maybe 4-5 functions and 100 or so lines of code to implement. Prolly about a couple of days alone initially - but you'd have to continue tweaking and testing the code as your engine developed... if you want to have your sparks interact with the environment, maybe bounce around a little - your looking at a couple of weeks of initial work and a massive increase in the performance hit.
Sparks done through a physics library whether hardware or software will typically take 3-4 lines of code and for the most part be fire and forget, with maybe the odd small tweak/test as you go along... they will interact with the environment bouncing off stuff, not clipping through walls, etc. if your running them on hardware you can get away with 100s of instances and still get playable performance.
Tell that to the people bank rolling these games and the people having to do the development...
Installed the patch. Turned pyhsX on. Frames dropped to 7-10.
lol.
Good god you're easily pleased if you think thats great, pmsl
Nice to see more cores being used, even if it is with a hack!That's because it not using the power of the CPU & is running single thread & will only use one core even on an i7.