Unreal Tourney 3 (2007) Physx

LOL where did you get that idea from? our company uses onboard network stuff and it works flawlessly with servers and stuff running from behind it all

"LOL"?

...

I'd say that he "got that idea" from doing reviews and working with a metric shitton of hardware over the course of quite a few years. And testing. You know, extensively. Because it's the [H].

What kind of flamebate was that? I mean, really.
 
LOL where did you get that idea from? our company uses onboard network stuff and it works flawlessly with servers and stuff running from behind it all

There is a reason most places will install a network card into their servers... And it's not because servers don't come with an onboard nic...
 
There is a reason most places will install a network card into their servers... And it's not because servers don't come with an onboard nic...

IMHO I think that some places will elect to use cards in servers so that should an onboard NIC die you don't have to swap out the entire MB. Sure it’s another point of failure, but it beats missing your SLA because you bend some pins on the CPU/socket in your rush to put everything back together. I'm not sure if they provide a performance increase? Most server mainboards come with at least 2 NICs that are easily teamed.

In a desktop environment (which I think is what is being discussed here - for the most part ;)) Killer NIC relies on completely bypassing the Windows networking stack to leverage a gain - I don't think regular cards do this.
 
Is a $250 NIC worth it for most people? Playing MMORPGs, or even fragfests? Pings are faster? What's the benefit?

If worth it, may get one. I can afford it as well :)

Edit: Nm, went back and read Dan's comments. Seems fine for what I need it for then.
 
LOL where did you get that idea from? our company uses onboard network stuff and it works flawlessly with servers and stuff running from behind it all

So do many other companies. That doesn't mean it's the best solution. Often companies do what's cheapest, not what's best.

"LOL"?

...

I'd say that he "got that idea" from doing reviews and working with a metric shitton of hardware over the course of quite a few years. And testing. You know, extensively. Because it's the [H].

What kind of flamebate was that? I mean, really.

Quite right. I've also been working in the IT industry for a number of years with this type of equipment. On another note, everyone should realize that most onboard peripherals aren't the best. Surely you are all aware of this?

There is a reason most places will install a network card into their servers... And it's not because servers don't come with an onboard nic...

In some cases it's for improved management features or for application compatibility. In others it's for use as a replacement because the onboard NICs died. (They seem to be more prone to doing this in server environments.)

IMHO I think that some places will elect to use cards in servers so that should an onboard NIC die you don't have to swap out the entire MB. Sure it’s another point of failure, but it beats missing your SLA because you bend some pins on the CPU/socket in your rush to put everything back together. I'm not sure if they provide a performance increase? Most server mainboards come with at least 2 NICs that are easily teamed.

In a desktop environment (which I think is what is being discussed here - for the most part ;)) Killer NIC relies on completely bypassing the Windows networking stack to leverage a gain - I don't think regular cards do this.

Adapter teaming has it's downsides too. I've seen many problems come from it being used as a cheap means of performance increasing. It has about as much of an impact as RAID0 does on the desktop for what it's worth. Besides that there are cheap $15 NICs that aren't any better than onboard solutions and there are also NICs out there that are FAR superior to the crap we get onboard.

Also, the Killer NIC does provide a real hardware solution and it's an awesome performer. It's not for everyone and certainly is expensive. That's part of the reason why BigFoot Networks released a slightly cheaper version of the card with a reduced NPU clock speed.

Is a $250 NIC worth it for most people? Playing MMORPGs, or even fragfests? Pings are faster? What's the benefit?

If worth it, may get one. I can afford it as well :)

There is a bennefit, though it's not usually earth shattering. If you play alot of online games it might be worth it to you, but then again maybe not. There also comes a time for some where any type of PC upgrade would end up costing eleventybillion dollars and yield next to no bennefit and something like the Killer NIC can help you cure the upgrade itch.
 
You need to stop dissing the Raid0. It IS the answer to all problems in the universe. God himself uses Raid0, how do you think he did all this shit in 6 days?!

I think I need to go by the Buffalo TB tower :(
 
The good thing about the KillerNIC is that it's not something that will have an upgraded version of itself in a few months or perhaps even years. So it's not like you'll be swapping it out for something newer and better anytime soon at least.

Though I do wonder if it does as much with Vista since Vista's network stack is supposed to be redone... In which case it may be kind of pointless to get one.


And yes, I do realize there are many more reasons than just performance and not using cpu cycles that add in NICs are put into servers. But with servers being virtualized and programs using more power more bandwith and less cpu overhead are always nice to have.
 
So do many other companies. That doesn't mean it's the best solution. Often companies do what's cheapest, not what's best.

.


yea but why spend more getting a NIC card and wasting a pci space for that when a onboard one is good enough? its like buying a 8800 ultra when its double the price of a 8800gt and only 5% faster..
 
yea but why spend more getting a NIC card and wasting a pci space for that when a onboard one is good enough? its like buying a 8800 ultra when its double the price of a 8800gt and only 5% faster..

8800 GT?

EDIT: 8800 Ultra only 5% faster?

EDIT 2: link me baby :)
 
yea but why spend more getting a NIC card and wasting a pci space for that when a onboard one is good enough? its like buying a 8800 ultra when its double the price of a 8800gt and only 5% faster..

Trust me, for large file transfers and some other tasks, onboard NICs are BARELY good enough. Sometimes every little bit counts. Also the 8800GTX is about 7-10% slower than the Ultra. Also the Ultra's have come way down in price and are better overclockers than their 8800GTX's predecessors.
 
Trust me, for large file transfers and some other tasks, onboard NICs are BARELY good enough. Sometimes every little bit counts. Also the 8800GTX is about 7-10% slower than the Ultra. Also the Ultra's have come way down in price and are better overclockers than their 8800GTX's predecessors.

o ok. well you learn somthing new everyday then eh :)
 
well, since we're OT at the moment. Aren't you limited by the speed/bandwidth your ISP let's you have? Is the Killer NIC really an improvement if you're already near the limit with the onboard NIC? I'm building a new computer for my home early next year and that NIC sounds like a good idea.
 
I played the crap out of UT99' and I really didn't like 2003. I do very much enjoy UT2004 even though it's really just a tweaked version of UT2003 with some new maps and a couple of new game modes. Really though they fixed all I needed to have fixed to really enjoy it.

People bitch and complain about complex environments but I say that's a good thing. Being able to perform in all kinds of environments and maps is a good thing. I am pretty good at FPS games and I've never whined about a map being too complex or pretty. I pride myself on being able to take on anyone in any setting. If I lose I don't blame FPS fluctuations or objects on the map. If I lose it's because I need to improve, not because of the map or some other lame excuse.


Agreed, I'm pretty much th same way, Loved and played the shit out of UT99 (and still do), and love 2k4, but when 2k3 came out, I tried, in the trash bin it went, 2k4 I tried it and liked it quite a bit, and play it to this day.

Personally I can't wait for UT3 to see what it brings to the table, and if it sucks, I'll throw it in the trash bin, but I'm not gonna say a game thats not out yet is crap. Frankly the people in this thread must be time travelers, because how do you its crap till you try it?
 
well, since we're OT at the moment. Aren't you limited by the speed/bandwidth your ISP let's you have? Is the Killer NIC really an improvement if you're already near the limit with the onboard NIC? I'm building a new computer for my home early next year and that NIC sounds like a good idea.

Well the Killer NIC is going to have more consistent behavior, but yes your ISP and internet connection are very important aspects of performance in regard to your online experience. Some games gain quite a bit and others don't. MMOs seem to bennefit the most from it's use. The main thing is the CPU usage drops to practically nothing. CPU usage under normal conditions can fluctuate from 5% to 25%. Granted it's usually in the sub 10% range unless you are conducting large transfers.

I blame Dan :p :D

Go for it. :cool:

Agreed, I'm pretty much th same way, Loved and played the shit out of UT99 (and still do), and love 2k4, but when 2k3 came out, I tried, in the trash bin it went, 2k4 I tried it and liked it quite a bit, and play it to this day.

Personally I can't wait for UT3 to see what it brings to the table, and if it sucks, I'll throw it in the trash bin, but I'm not gonna say a game thats not out yet is crap. Frankly the people in this thread must be time travelers, because how do you its crap till you try it?

I agree. Until I play it I can't say anything about it either way. If it sucks, I won't play it. It really is that simple.
 
Are you kidding me? People bitch about this? Personally more destruction would be awesome. It would add a new element to the game. Cover would only work as long as it can hold up to enemy fire. That's the way games should be. I want destructable environments and additional hazards on the map. I just can't stand it when people whine about having such things in so called competitive games. Go back to CS if you don't like progress. I want to have to play games differently than we do now, I want to do something new. I want new experiences in games.

We're still talking about Unreal Tournament here, right? Not some hide-behind-the-concrete-pillar-and-snap-out over-the shoulder third person shooter like Gears of War? Not some tactical piece of garbage like Rainbow Six? It should be a game for players with the ability the make crazy ass snap shots on people within milliseconds of seeing them, not about flanking and using the environment to your advantage. A game where your ability to move around the map really fast and kill people even faster is the virtue. People call destructible environments evolution, I call it the continued amalgamation of the chaotic deathmatch shooter with the meticulous slow-paced tactical shooter.
 
We're still talking about Unreal Tournament here, right? Not some hide-behind-the-concrete-pillar-and-snap-out over-the shoulder third person shooter like Gears of War? Not some tactical piece of garbage like Rainbow Six? It should be a game for players with the ability the make crazy ass snap shots on people within milliseconds of seeing them, not about flanking and using the environment to your advantage. A game where your ability to move around the map really fast and kill people even faster is the virtue. People call destructible environments evolution, I call it the continued amalgamation of the chaotic deathmatch shooter with the meticulous slow-paced tactical shooter.

i call that post mumbo jumbo :D doesnt stop epope playing it in a fast pace
 
We're still talking about Unreal Tournament here, right? Not some hide-behind-the-concrete-pillar-and-snap-out over-the shoulder third person shooter like Gears of War? Not some tactical piece of garbage like Rainbow Six? It should be a game for players with the ability the make crazy ass snap shots on people within milliseconds of seeing them, not about flanking and using the environment to your advantage. A game where your ability to move around the map really fast and kill people even faster is the virtue. People call destructible environments evolution, I call it the continued amalgamation of the chaotic deathmatch shooter with the meticulous slow-paced tactical shooter.

i call that post mumbo jumbo :D doesnt stop people playing it in a fast pace
 
Onboard LAN works fine for most people, but likely has a lil bit higher CPU useage. Anything to free up more CPU, when LAN gaming, will boost your game performance. Be it allowing more cpu for audio, just making the cpu more responsive when the GPU asks for new textures: The CPU has to "power" ide interfaces, and to some extent the rest (of the storage interface technologies) as well.

So factoring in all the other things the CPU might be called on to do, if you can free a few % by using a higher end nic, you'll see some improvements. Not to mention Killer NIC has a cleaner TCP/IP stack.

The only thing the Killer NIC has against it, is the high price.
 
If these games that are so heavily biased towards multiplayer had fully destructible environments, I might be inclined to play them and could get other casual gamers to play them. I don't want to have to memorize a map and neither does anyone else that isn't going to buy the game no matter what. If the new player can be competitive with a little bit of real world knowledge it would make the game much more fun, I think. It's the little touches that make the game for the casual gamer. My friend just picked up Gears of War and his review consisted of "OMFG! This game is so bad ass! You know how you tuck and duck when you run with a gun? THE DUDE DOES THAT SHIT!" The scene from the trailer of that Mission Impossible (I think it was 3) movie where Tom Cruise smacks into the car? That's what I want to see in a game.

The "hardcore" players want the game to play exactly the same way as the game from 10 years ago rather than just playing the old game they love so much and being happy.
 
Each method has it's advantages and disadvantages, so give the player the choice. Farcry deserves credit for introducing this type of thinking in game design...

I'm with you on every point you've made except this.

Deus Ex put this sort of design in the mainstream while FarCry was just a twinkle in Cryteks eye.

And while DX was possible the first high profile first person type game to take that design approach, even it took the principle (and several of the staff) from games made by Looking Glass, like the Thief Series, and Irrationals System Shocks, of course there were several of the same people involved in several of those projects.

The big thing though with all of this, which has already come up, is that it's not the technology that is the limitation. Regardless of what the tech can do, somebody somewhere has to be paid to code everything, and development budgets are finite. It's all about the ROI. Money spent developing content that not everyone can experience is mostly money wasted.
 
I'm with you on every point you've made except this.

Deus Ex put this sort of design in the mainstream while FarCry was just a twinkle in Cryteks eye.

And while DX was possible the first high profile first person type game to take that design approach, even it took the principle (and several of the staff) from games made by Looking Glass, like the Thief Series, and Irrationals System Shocks, of course there were several of the same people involved in several of those projects.

The big thing though with all of this, which has already come up, is that it's not the technology that is the limitation. Regardless of what the tech can do, somebody somewhere has to be paid to code everything, and development budgets are finite. It's all about the ROI. Money spent developing content that not everyone can experience is mostly money wasted.

Sorry, I didn't play Dues Ex very much. I hated it.
 
Are you kidding me? People bitch about this? Personally more destruction would be awesome. It would add a new element to the game. Cover would only work as long as it can hold up to enemy fire. That's the way games should be. I want destructable environments and additional hazards on the map. I just can't stand it when people whine about having such things in so called competitive games. Go back to CS if you don't like progress. I want to have to play games differently than we do now, I want to do something new. I want new experiences in games.

Exactly, people just don't get the potential that these physics cards truely provide.. :mad: I don't own a physics card not because I think it's a waste of money but simply because I'm not sure if people will ever figure it out that this card could truely change things for the better, therefore not let me take advantage of a $150 peice of hardware.
 
I'm with you on every point you've made except this.

Deus Ex put this sort of design in the mainstream while FarCry was just a twinkle in Cryteks eye.

And while DX was possible the first high profile first person type game to take that design approach, even it took the principle (and several of the staff) from games made by Looking Glass, like the Thief Series, and Irrationals System Shocks, of course there were several of the same people involved in several of those projects.

The big thing though with all of this, which has already come up, is that it's not the technology that is the limitation. Regardless of what the tech can do, somebody somewhere has to be paid to code everything, and development budgets are finite. It's all about the ROI. Money spent developing content that not everyone can experience is mostly money wasted.

Yes but with all that said and done, if you shot a rocket propelled grenade at a wall, nothing will happen except a burn mark. Also one thing you're forgetting that a lot of people aren't considering is that any time you see destruction in a game such as when you crash a car or blow up a building, each event is preplanned, every time you trigger that event, it'll happen in the same way each time regardless of how you do it. However if you were to have true physics implemented, it would vary depending on a multitude of factors making it a lot more realistic. Deus Ex did the best it could with what it had but had there been physics cards in the beginning, we'd have a lot more dynamic games nowadays..
 
Exactly, people just don't get the potential that these physics cards truely provide.. :mad: I don't own a physics card not because I think it's a waste of money but simply because I'm not sure if people will ever figure it out that this card could truely change things for the better, therefore not let me take advantage of a $150 peice of hardware.

The issue to me is that so far, they don't provide it, period. Not even Ageia and the companies they're paying to write demo code for the card provide it. Did Cell Factor give us fully destructible environments in a multiplayer game? No, it gave us the ability to push around debris with psychic powers and crush people to create giant stupid looking fountains of blood mid air. Oh, and cloth. Sorry, almost forgot about the cloth. Anything new or even sort of ground breaking? Not in the least. As it required that all players have PhysX hardware for most levels the usual excuse of "oh well we can't do that because we don't know if the other players will have the hardware to reproduce the effect" doesn't work, either.

In its current form PhysX does nothing but add eyecandy, often at the expense of framerate. I don't know if this is a limitation of the hardware or software, but I'm assuming it's software, as the PPU itself really should be capable of any basic calculations you ask it to make. It's almost worse, in my mind, if it's a software limitation because it points to a massive lack of imagination and understanding of the market on Ageia's part.
 
Sorry, I didn't play Dues Ex very much. I hated it.

Whether you liked it or not doesn't really matter, the point was that the "do it how you want" gameplay design wasn't even remotely pioneered by FarCry.

I enjoyed both DX and FC (until later on when it starts boxing you in anyway)


imzjustplayin said:
Yes but with all that said and done, if you shot a rocket propelled grenade at a wall, nothing will happen except a burn mark. Also one thing you're forgetting that a lot of people aren't considering is that any time you see destruction in a game such as when you crash a car or blow up a building, each event is preplanned, every time you trigger that event, it'll happen in the same way each time regardless of how you do it. However if you were to have true physics implemented, it would vary depending on a multitude of factors making it a lot more realistic. Deus Ex did the best it could with what it had but had there been physics cards in the beginning, we'd have a lot more dynamic games nowadays.

Yah I went off topic with the game design bit, I'm totally for making environments more realistically responsive, but my points are twofold:

1: I like others question the need for a PPU type solution at all, I reckon a multi-core cpu can do "enough" physics, the definition of "enough" is going to be different to different people, but on the PPU end of the scale, how affected by modeling the path of each pebble in a landslide on the other side of map is the actual gameplay experience going to be? Typically you are only in one place in a game at once, and you don't need each molecule to be accurately modeled. As someone else pointed out, Red Faction did reasonably effective destructible stuff without grinding to a halt on single core cpus , each significantly less powerful than just one of the cores on even the lowest end multi-cores cpus available today. PPUs are great, but they are like using an industrial pile driver to crack a nut. My position is that, no, modern CPUs are not as good as dedicated PPUs at doing mass physics calculations, but they are good enough for what the developers can meaningfully add to a game. which leads into point...

2: Yeah, I do really want to be able to blow holes in walls, and have simple background scenery stuff like garbage cans do more than bounce around then explode into fragments. But if I can blow a hole in a wall, then pretty axiomically, there has to be something on the otherside, which means someone has to sit down and make a map, texture models and stuff. That isn't going to be practical in terms of resources, so even if they add a fuckton of destructible stuff, they'll have to comeup with conceits to limit the amount of assets needed, which will in turn break the immersion the fully destructible everything was supposed to bring in. So basically game environment will either all move underground, so there doesn't have to be anything on the other side (see also, Red Faction), or it will occur only in open terrain with very few structures, this is not a tech issue, but pure human logistics. GPU, CPU and PPU are totally out of the picture, the limitation becomes the amount of programming/design time basically building the entire world would take.

Coming back to something like Deus Ex (Because non-on-rails games like that, or FarCry, or STALKER, or GTA are the ones we really want this stuff for), it's generally agreed that HongKong is one of the best environments, imagine if Ion Storm had had to build what was on the other side of all the walls, behind each locked apartment door, they'd still be working on it :p.

There's only two ways you can go to resolve that, procedurally generated content, or brute force, we've covered brute force, it's doable, but mega expensive, procedural content is also close to doable and I predict that it will be the next "Big Thing" in games, ironically, it'll be multicore CPUs that make it possible. The downside of it of course is that you can't design it, a procedurally generated empty building is still an empty building, or it's a randomly generated building with randomly generated generic mobs, how exciting a city full of those will be.

That was longer than I thought it was going to be, the freaky thing is that I could keep going :p.

The ultimate on-topic point is that U3 is not going to be a "PPU Game", because EPIC can't sell it if PPUs significantly alter the actual play experience or are required for more than a margin benefit, because nobody has a PPU. It's sort of a Catch22.

No it's exactly a catch22.

To be fair though, it was probably the Original Unreal, along with Quake2 that really broke 3d cards into the mainstream, even though neither game required it to work, so maybe , just maybe U3 can do it for PPU if the content is compelling enough. I don't think it will though. We'll see.
 
The issue to me is that so far, they don't provide it, period. Not even Ageia and the companies they're paying to write demo code for the card provide it. Did Cell Factor give us fully destructible environments in a multiplayer game? No, it gave us the ability to push around debris with psychic powers and crush people to create giant stupid looking fountains of blood mid air. Oh, and cloth. Sorry, almost forgot about the cloth. Anything new or even sort of ground breaking? Not in the least. As it required that all players have PhysX hardware for most levels the usual excuse of "oh well we can't do that because we don't know if the other players will have the hardware to reproduce the effect" doesn't work, either.

In its current form PhysX does nothing but add eyecandy, often at the expense of framerate. I don't know if this is a limitation of the hardware or software, but I'm assuming it's software, as the PPU itself really should be capable of any basic calculations you ask it to make. It's almost worse, in my mind, if it's a software limitation because it points to a massive lack of imagination and understanding of the market on Ageia's part.


Yep, in addition to only adding eye candy, nothing was added that couldn't have been done without a dedicated card. While PPU's may have "potential" at this point in time that doesn't mean much. A full tank of gasoline has the potential to get me all the way to vegas, but without a car to put it in, it wouldn't do me much good.
 
Yah I went off topic with the game design bit, I'm totally for making environments more realistically responsive, but my points are twofold:

1: I like others question the need for a PPU type solution at all, I reckon a multi-core cpu can do "enough" physics, the definition of "enough" is going to be different to different people, but on the PPU end of the scale, how affected by modeling the path of each pebble in a landslide on the other side of map is the actual gameplay experience going to be? Typically you are only in one place in a game at once, and you don't need each molecule to be accurately modeled.
Ofcourse They will optimise Physics code and wont spill gflops on things not seen. Dev do optimise. That is a standard need, because instead the need of a PPU for ageia island map in Graw2 they would need a Cray suppercomputer if they waist more then 10x the gflops.
As for this fine detail. The GPU Physics accelerated Tech benches who show off just ONE physics feature like fluid ONLY. Show what impact fine grain Phsyics computing can show with 250 to 500Gflop dedicated to that. It looks more real.
A CPU dont have that horse power for a fluid flow in front of the player or a decent detaild Phyiscal tent in front of the player and will be replace with a splash decal or nondestructable stiff tent. Because it would have to do some priority average Gameplay Physics wich takes all reserved CPU cycles.
As someone else pointed out, Red Faction did reasonably effective destructible stuff without grinding to a halt on single core cpus , each significantly less powerful than just one of the cores on even the lowest end multi-cores cpus available today. PPUs are great, but they are like using an industrial pile driver to crack a nut. My position is that, no, modern CPUs are not as good as dedicated PPUs at doing mass physics calculations, but they are good enough for what the developers can meaningfully add to a game. which leads into point...
I did play Redfraction and it Destructable enviorment is crap. It's just a few wall's.
What more desturbing all kind off walls are undestructable expept one rare type, with a homegenious texture. While other weaker walls in reallife aren't destructable and only a few so at very low scale implemented. Those non destructable are more detaild and also the textures.
Beside that it don't support gameplay in a way, as it stand loose from it. So in single player it was just a another shooter. Clone nr 101?

I don't expect the PPU can do Full destrucable maps and structures with full realism and fine detail, but it would be a lot more to destroy in a map then Redfraction did. So on a larger scale or all but at a crude low res detail. Predefined debri.
Warmonger let you show at what level PPU can hanle destructable enviorment.
It would be at a level where it impact gameplay at large scale.
And then more power full PPU and gPU generation could pump up the Scale, fine grain detail and combination of Physics Feature up. Where it will look better and more emersive
2: Yeah, I do really want to be able to blow holes in walls, and have simple background scenery stuff like garbage cans do more than bounce around then explode into fragments. But if I can blow a hole in a wall, then pretty axiomically, there has to be something on the otherside, which means someone has to sit down and make a map, texture models and stuff. That isn't going to be practical in terms of resources, so even if they add a fuckton of destructible stuff, they'll have to comeup with conceits to limit the amount of assets needed, which will in turn break the immersion the fully destructible everything was supposed to bring in. So basically game environment will either all move underground, so there doesn't have to be anything on the other side (see also, Red Faction), or it will occur only in open terrain with very few structures, this is not a tech issue, but pure human logistics. GPU, CPU and PPU are totally out of the picture, the limitation becomes the amount of programming/design time basically building the entire world would take.
Sure more Physic give gamedevelopment and also the artist and map designers a higher work load. For instance in reality builder you must give objects it's Physics properties. And for destructable object you must create there destroyed counter parts. Special physics rich object like cloth ropes fluids need more atention and work to tweak it.

Of course wenn PPU and GPU get so powerfull some things could be computed in real time. If destruction would be generated on runtime.
Object need material properties. They must have also a 3D texture.
As in Redfraction the Texture was a simple one and on break sides it was a darker simple texture. Also each material has material Phsyical behavior. Like brick wall consist of bricks that are stronger then the spacie between them in need more force to brake the brick it self. And such wall would brake differently. BEsides that there is the wooden wall.
Consist alot of wooden parts that destroyed seperatly and have a more streght in the longway direction of there wood material structure.

This methode need a technolgie that give 3d engine a 3D texture
This means a Artis just make the object give it there Physics properties and 3D texture
Doesn't have to do the fix destuctable instances as it's generated on the fly.

Coming back to something like Deus Ex (Because non-on-rails games like that, or FarCry, or STALKER, or GTA are the ones we really want this stuff for), it's generally agreed that HongKong is one of the best environments, imagine if Ion Storm had had to build what was on the other side of all the walls, behind each locked apartment door, they'd still be working on it :p.
I only know Farcry in that list :)
There's only two ways you can go to resolve that, procedurally generated content, or brute force, we've covered brute force, it's doable, but mega expensive, procedural content is also close to doable and I predict that it will be the next "Big Thing" in games, ironically, it'll be multicore CPUs that make it possible. The downside of it of course is that you can't design it, a procedurally generated empty building is still an empty building, or it's a randomly generated building with randomly generated generic mobs, how exciting a city full of those will be.
Well for textures that used already procedural Textures Roboblitz to keep the size down for Xboxlive dowload size requierment to be able to make a bigger project then with brute force was possible. For geometry it's not used. But looks interesting aspecialy for small teams or indie developers.
I think this is where the game industry must be heading to takle the complexity grow of game development and produktion. Because game projcect and design get more complex with more work and at a time trowing more people at it doesn't work.
As more people means more expensive produktion and the yield of result get less with the overhead to steer them all and keep them busy.
But instead of that the work load shift to game engine and the need for Algoritme expert mathematic guru's And artist with a procedural feel.

The problem is in the brute force way it take a large artist team to make some game content. But if games get more complext and also it's content the can make less content as in campain length and game will be shorter or be longer in development. The solution at the moment for that is Episode game design.

Will wright has a solution let the player create there own content thru community. But this is part of a gameplay level and not suitable for current style games.
Where content is a community effort to enrich the full game so extend content or rebalance it. They started with textures. With Procedural content also geometry your game get very compact But Willwright result look like fisherprice content.

I think to make high detaild contend like as made by hand or mouse. It need a lot of complex factors and variables to make procedural but believable detailed content.

For Procedural Textures there is a licencable Library for it.

Procedural shift the game load form. Hardisk Optical stream content.
To CPU genreated content.
So less IO but more CPU stressing.

Such Procedural tree for the death star will start with a
sphere
the first branch split to trench and Main weapon.
and then a few dozen to hunderd levels of branches to give a fly through the trench enough fine detail.

That was longer than I thought it was going to be, the freaky thing is that I could keep going :p.

The ultimate on-topic point is that U3 is not going to be a "PPU Game", because EPIC can't sell it if PPUs significantly alter the actual play experience or are required for more than a margin benefit, because nobody has a PPU. It's sort of a Catch22.

No it's exactly a catch22.

To be fair though, it was probably the Original Unreal, along with Quake2 that really broke 3d cards into the mainstream, even though neither game required it to work, so maybe , just maybe U3 can do it for PPU if the content is compelling enough. I don't think it will though. We'll see.
U3 is long in development this means they can do PPU specific maps. Like Graw2 did. As the artist have also a large part of that time avaiable.
For single player PPU support is no isue because no online load problem.
Unreal could offer Bot maps or small player PPU Mplay maps.
Well I wait and see.

Graw2 is done in a short time Unreal3 they have some more time to do PPU stuff.
Most will be likely effect Physics. And possibly a bit gameplay Phsyics specific maps.
 
Ofcourse They will optimise Physics code and wont spill gflops on things not seen. Dev do optimise. That is a standard need, because instead the need of a PPU for ageia island map in Graw2 they would need a Cray suppercomputer if they waist more then 10x the gflops.
As for this fine detail. The GPU Physics accelerated Tech benches who show off just ONE physics feature like fluid ONLY. Show what impact fine grain Phsyics computing can show with 250 to 500Gflop dedicated to that. It looks more real.
A CPU dont have that horse power for a fluid flow in front of the player or a decent detaild Phyiscal tent in front of the player and will be replace with a splash decal or nondestructable stiff tent. Because it would have to do some priority average Gameplay Physics wich takes all reserved CPU cycles.

I did play Redfraction and it Destructable enviorment is crap. It's just a few wall's.
What more desturbing all kind off walls are undestructable expept one rare type, with a homegenious texture. While other weaker walls in reallife aren't destructable and only a few so at very low scale implemented. Those non destructable are more detaild and also the textures.
Beside that it don't support gameplay in a way, as it stand loose from it. So in single player it was just a another shooter. Clone nr 101?

I don't expect the PPU can do Full destrucable maps and structures with full realism and fine detail, but it would be a lot more to destroy in a map then Redfraction did. So on a larger scale or all but at a crude low res detail. Predefined debri.
Warmonger let you show at what level PPU can hanle destructable enviorment.
It would be at a level where it impact gameplay at large scale.
And then more power full PPU and gPU generation could pump up the Scale, fine grain detail and combination of Physics Feature up. Where it will look better and more emersive

Sure more Physic give gamedevelopment and also the artist and map designers a higher work load. For instance in reality builder you must give objects it's Physics properties. And for destructable object you must create there destroyed counter parts. Special physics rich object like cloth ropes fluids need more atention and work to tweak it.

Of course wenn PPU and GPU get so powerfull some things could be computed in real time. If destruction would be generated on runtime.
Object need material properties. They must have also a 3D texture.
As in Redfraction the Texture was a simple one and on break sides it was a darker simple texture. Also each material has material Phsyical behavior. Like brick wall consist of bricks that are stronger then the spacie between them in need more force to brake the brick it self. And such wall would brake differently. BEsides that there is the wooden wall.
Consist alot of wooden parts that destroyed seperatly and have a more streght in the longway direction of there wood material structure.

This methode need a technolgie that give 3d engine a 3D texture
This means a Artis just make the object give it there Physics properties and 3D texture
Doesn't have to do the fix destuctable instances as it's generated on the fly.


I only know Farcry in that list :)

Well for textures that used already procedural Textures Roboblitz to keep the size down for Xboxlive dowload size requierment to be able to make a bigger project then with brute force was possible. For geometry it's not used. But looks interesting aspecialy for small teams or indie developers.
I think this is where the game industry must be heading to takle the complexity grow of game development and produktion. Because game projcect and design get more complex with more work and at a time trowing more people at it doesn't work.
As more people means more expensive produktion and the yield of result get less with the overhead to steer them all and keep them busy.
But instead of that the work load shift to game engine and the need for Algoritme expert mathematic guru's And artist with a procedural feel.

The problem is in the brute force way it take a large artist team to make some game content. But if games get more complext and also it's content the can make less content as in campain length and game will be shorter or be longer in development. The solution at the moment for that is Episode game design.

Will wright has a solution let the player create there own content thru community. But this is part of a gameplay level and not suitable for current style games.
Where content is a community effort to enrich the full game so extend content or rebalance it. They started with textures. With Procedural content also geometry your game get very compact But Willwright result look like fisherprice content.

I think to make high detaild contend like as made by hand or mouse. It need a lot of complex factors and variables to make procedural but believable detailed content.

For Procedural Textures there is a licencable Library for it.

Procedural shift the game load form. Hardisk Optical stream content.
To CPU genreated content.
So less IO but more CPU stressing.

Such Procedural tree for the death star will start with a
sphere
the first branch split to trench and Main weapon.
and then a few dozen to hunderd levels of branches to give a fly through the trench enough fine detail.


U3 is long in development this means they can do PPU specific maps. Like Graw2 did. As the artist have also a large part of that time avaiable.
For single player PPU support is no isue because no online load problem.
Unreal could offer Bot maps or small player PPU Mplay maps.
Well I wait and see.

Graw2 is done in a short time Unreal3 they have some more time to do PPU stuff.
Most will be likely effect Physics. And possibly a bit gameplay Phsyics specific maps.

do you realy expect anyone to read an essay?:eek: your post hurts my eyes
 
I read it.
It isn't that long a read, just well formatted...

I have to agree too, physics isn't very well benchmarkable as of now.
 
Right now the PPU market is built on Hope and potential, sadly I don't think reality can live up to it.

I reckon UT3 will be as much a "Killer App" for PPUs as GRAW2 was.

I also think, somewhat sadly for PPUs, that Alan Wake will be a literal "Killer App" for PPUs, in that everybody , publishers, gamers, devs, will look at what they were able to achieve with Multi-Cores and say, "What do we need PPUs for again?".

I think Agiea will run out of cash before something comes along that proves their point.
 
Right now the PPU market is built on Hope and potential, sadly I don't think reality can live up to it.

I reckon UT3 will be as much a "Killer App" for PPUs as GRAW2 was.

I also think, somewhat sadly for PPUs, that Alan Wake will be a literal "Killer App" for PPUs, in that everybody , publishers, gamers, devs, will look at what they were able to achieve with Multi-Cores and say, "What do we need PPUs for again?".

I think Agiea will run out of cash before something comes along that proves their point.
Multi CPU cores do not scale up in performance in a linear fashion at all, not to mention that the performance from a CPU is absymal compared to a dedicated physics card.
 
If anyone would give me ONE good reason to buy a PPU, please give me one. I don't really want to spend $150-200 on a PPu when i could just put that towards a gpu that would allow me to improve every single game i play and even stuff i use on my coputer such as video editing. If the PPU could support all games, which it just cant, than id buy it, but i dont see a point
 
If anyone would give me ONE good reason to buy a PPU, please give me one. I don't really want to spend $150-200 on a PPu when i could just put that towards a gpu that would allow me to improve every single game i play and even stuff i use on my coputer such as video editing. If the PPU could support all games, which it just cant, than id buy it, but i dont see a point
At the moment there is very little reason to buy one except to help ageia stay afloat until some devs come out with some worthy games.
 
Right now the PPU market is built on Hope and potential, sadly I don't think reality can live up to it.

I reckon UT3 will be as much a "Killer App" for PPUs as GRAW2 was.

I also think, somewhat sadly for PPUs, that Alan Wake will be a literal "Killer App" for PPUs, in that everybody , publishers, gamers, devs, will look at what they were able to achieve with Multi-Cores and say, "What do we need PPUs for again?".

I think Agiea will run out of cash before something comes along that proves their point.

Unreal 3 will be a multicore+ppu game.
HavokFX can also boost a Multicore CPU rig with a high-end Gcard for GPgPU use.
Crysis is also Mcore + native gpgpu

If Penryn would do say 100Gflops a extra 8800GTX will give almost 500Gflops for Physics.
But that's dedictaed 500Gflops vs a partial of 100GF if its 25% the difference is 20x.
So a budged GPU or midrange yield a nice Physics power boost.
Just like PPU and PPU 2 will do.
 
i say forget the ppu and wait till ut3 comes out to see how a ppu enhances the game. if it doesnt enhance the game a hell of a lot then i wouldnt mind spending that amount of cash for it
 
I'am more a
Graw 2
Armed Asauld
R6 las vagas

Unreal 3 is to unreal for me. :)
Maybe if they do a tactical ops mod for it.
Once I bought UT wenn it's was a old game and run it once after that a put Tactical ops on it I think. Using weapons based on reallife counter parts.

But if the Unreal editor 3 is great I might just buy it for the engine :)
 
I'am more a
Graw 2
Armed Asauld
R6 las vagas

Unreal 3 is to unreal for me. :)
Maybe if they do a tactical ops mod for it.
Once I bought UT wenn it's was a old game and run it once after that a put Tactical ops on it I think. Using weapons based on reallife counter parts.

But if the Unreal editor 3 is great I might just buy it for the engine :)
Yea there is a tech opt type game mod on it similar to css. it was hell of fun and in someways better than css
 
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