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LOL. You think there will ever be a game that requires a PhysX card?MrNasty said:Question is in its final form as a retail product will it be physX only, or be able to run without it?
pxc said:LOL. You think there will ever be a game that requires a PhysX card?
"why not?" It's an impossibility for them to recover development costs if they required PhysX hardware due to the very tiny installed base and "$20" price. But the PhysX SDK license does provide a huge carrot for even minimal hardware support: waiving the $50,000 commercial license fee, which may be why we're seeing such lame hardware support so far.MrNasty said:Yeah, why not? There are games that require their own controllers are there not? Flight simulators need a small cluster to run on. If the game's sponsored by Ageia then does it matter?
As it turns out CF:R won't need a PhysX processor - they will have different content for non-PhysX enabled systems.
pxc said:Software cloth wasn't in the current PhysX driver/library, and neither was the terribly unrealistic blood. The rest of the game runs fine in software mode. There's an older thread with performance numbers if you want to search for it. I found that the software PhysX library was only using about 50% CPU utilization max on one core.
I was talking about large explosions with grenade, psychic push and gravity grenade. It maxed out at 50% CPU utilization on one core during explosions vs just looking at a static scene.Gilhooley said:Yeah, I also have 1000fps in CPU mode when I'm not moving..So, yeah it will be clearer next time
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http://www.hardforum.com/showpost.php?p=1029534833&postcount=137
pxc said:Software cloth wasn't in the current PhysX driver/library, and neither was the terribly unrealistic blood. The rest of the game runs fine in software mode. There's an older thread with performance numbers if you want to search for it. I found that the software PhysX library was only using about 50% CPU utilization max on one core.
RAMMAN said:4x as many interactive objects as cf:ct.
fully destructible architecture.
16 player online support.
slated for winter 06.
folks, i do believe the long awaited killer app is coming.now all we need is a price drop on the physx card and a few more killer apps
.lets just hope ut2007 turns out to be one of them.
eastvillager said:Have you played cellfactor for more than a couple hours? A killer app is going to require a bit more depth.
eastvillager said:Have you played cellfactor for more than a couple hours? A killer app is going to require a bit more depth.
RAMMAN said:your right, cf:r just needs a good 10 hour+ single player campaign.
SuperGee said:A problem for Gameplay Physics is the more bandwidth need. Sure some have the luxory of having a 24mb dow stream. But Game devs and mostly there Publisher would reach with there produckt a large audience. Wich means the masses with economical bandwith. on mainstream ADSL 1 or cable
Dev have a problem with Physics if online play is a Key feature they must dump gameplay Physics. And just take the eyecandy.
So forget all Pure Online frag fest games they would use only eyecandy Physics.
If your lucky they could implement some Heavy maps with Gameplay Physics.
UT2007 is such online focused game. So guess what? No gameplay Physics. Why, its Key feature is online. And that collide With gameplay Physics.
Because 24mb ADSL2 isn't common, more rare.
But game wich are more Single player oriented are the ones that can put Gameplay Physics on top. As a Key feature. And drop Mplay. Because its'more secondairy or don't fits the gameplay style.
Like Cell actor is aimed at Lan gaming. that where bandwidth isn't a problem. And the amount of player is low. 4 to 8 is enough. So you make a gameplay that fits those requierments. Also a single Player mode need a lot of atention.