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#49 | |
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Registered User
Join Date: May 2006
Location: U.S.
Posts: 6,701
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Hmm. This thread actually has some good information in it.
Thumbs up to both razor and Toss for providing their info. I had no idea that PhysX had gained so much marketshare. Some key issues, I think, are: 1) How many of those PhysX titles from razor's graphs run on the GPU exclusively (this would be Nvidia's selling point.) 2) How does performance with multicore physics w/ a CPU compare to single-GPU physics (Toss answered this one with his graph.) I still contend that most of the best physics effects that I've seen were ran strictly on the CPU. HardOCP comments on this here when demo'ng Ghostbusters on a quad-core with the Terminal Reality team: http://www.youtube.com/watch?v=H9boF-JZKcU And I've yet to see explosions and smoke effects of the quality of Battlefield Bad Company 2, with physics on the CPU: http://www.youtube.com/watch?v=WDJqetBhR-Y http://www.youtube.com/watch?v=3lxjAVGcPCk&NR=1 Notice that the engine is smart enough to know how much structural damage a building can take before it collapses. From what I've seen of Metro, I just don't see any significant gains at all from PhysX in that game over what the above titles offer. In fact, I'm generally less impressed than I am with the CPU-physics games.
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#50 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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I still don't understand why people are calling the destruction in Bad Company 2 "physics".
The only thing being calculated in real time is the dozen or so random chunks of wood\stone that actually collide with things. Beyond that, they're simply deleting "wall" models and replacing them with "hole" models. If enough walls have been deleted, the building plays the "fall over" animation, which is the same every time. They cover all of the transitions up with smoke effects but none of it is dynamic, even if it looks good. There is no physics calculation being done for any of that, other than the chunks of wood that bounce (rather than fall through things). A far better example of the kind of physics a CPU can do would be Flatout Ultimate Carnage. Just look at all of the debris flying around that actually has physics interactions: ... or you could look at Crysis for several examples of real physics calculations as opposed to canned model swapping and preset animations: I know that isn't in real-time, but the engine can do it in real time with enough rendering and processing power. You won't see anything like this in Bad Company 2. Absolutely nothing close to it. BC2 is a great game, but it doesn't do anything that proves that we don't need GPU physx. In fact, with GPU physx they could have made the walls actually fall apart dynamically, but it wouldn't be usable for everyone so that's obviously not realistic at this point. The game is already a multicore CPU hog. If it was doing more real physics it wouldn't even be playable.
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#51 | |
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Registered User
Join Date: Apr 2004
Posts: 534
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Quote:
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#52 | |
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Registered User
Join Date: Apr 2004
Posts: 534
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Quote:
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#53 | |
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Registered User
Join Date: Jul 2003
Posts: 1,526
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Quote:
And adding even better physics to battlefield bad company adds what to the game gameplay wise?....Do players have enough time to apreciate how the buildings fall apart realistically and avoid getting killed by other players in the process....Hell no. It's a game that always emphasizes being constantly on the move after completing an objective,and always looking around you to avoid getting shot at,so i don't see how even better physics would improve things,since the fast paced action leaves little time to apreciate it anyhow,even if it were added. |
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#54 | |
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Sayonara !!!
Join Date: Jan 2003
Location: Austin, Texas
Posts: 9,297
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Quote:
I mean all games in 2001 were doing that right? ![]() |
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#55 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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Quote:
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#56 | |
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Registered User
Join Date: Jul 2003
Posts: 1,526
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Quote:
Hence why GPU physics also fails,as at least for now,it requires at least 2 GPU's to perform well,one for the graphics and another for the physics calculations,especially when the user wants to play at high quality graphics settings. Once a single GPU can handle both tasks at the same time,with at least playable performance,then you have something that can appeal to a larger market,as a single card does it all....That's not the case right now,not even close to it. |
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#57 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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Quote:
Incredibly impressive for the time really. Newer implementations are probably more accurate but for a 9 year old game RF did an extremely good job.
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#58 | |
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Registered User
Join Date: Apr 2004
Posts: 534
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Quote:
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#59 | |
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Registered User
Join Date: Jul 2003
Posts: 1,526
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Quote:
To a point i agree,but having played the game on 3 monitors for instance,and having a much wider field of view,which has on many occasions saved me from getting killed by enemy players that like to use the knife,as i can see them coming at me from the side monitors,when i normally wouldn't be able to see them coming using just one display. Or how about being a tank driver and see enemy players trying to plant C4 on the tank with the side displays,or being a helicopter pilot and seeing most of the map and those that are trying to shoot me down with RPG's or heavy machine guns. Call it a crutch or even cheating if you want,but it's fun as hell,enhances the gameplay for me,and doesn't require any specific support from developers either... ![]() |
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#60 |
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Registered User
Join Date: Apr 2004
Posts: 534
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I have my doubts, but for 2001, I guess scripted is as good as you can get.
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