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dderidex said:So...what's the deal with that?
I was under the impression that the 'Havok' acceleration nVidia and ATI could do was 'effects only' - no 'gameplay' stuff...but that video looks pretty clearly like the latter type.
Is this just running on a CPU then? Single-core? Dual? Quad? New dedicated PCI solution?
What's the story behind the hardware running that...
You can see "gravity acceleration" in Havok very easily. Notice how an object that is launched up will start coming back down. That is gravity accelerating the object.The18thLetter said:Hmm... I see no real evidence of them adding gravity acceleration (which was really my only complaint about Havok to begin with).
How unfortunate.
mashie said:I'm curious if that garbage vortex/twister actually can hurt enemies or only look very pretty?
You're leaving the Physics SDK out of the equation, though. If the SDK in question doesn't support gameplay physics, then you're out of luck, no matter what the hardware is capable of, unless you switch to another physics solution or roll your own.Skirrow said:All depends on how the game is programmed. The physics engine is only responsible for simulating how objects react to one another (including debris hitting an enemy). Wether the objects will actually HURT characters is entirely upto how the game engine is programmed.
mashie said:Well I asked because of all the talk of Havok only doing effect physics on GPUs. If that is the case no programming will enable damage feedback into the game.
mashie said:With the way GPU physics currently will be implemented it is impossible to do damage feedback. The reason? The GPU will never communicate back to the CPU that a collissioon has occured between two objects. Hence the name effect physics, it is only physics for visual effects such as that debris tornado.
mashie said:With the way GPU physics currently will be implemented it is impossible to do damage feedback. The reason? The GPU will never communicate back to the CPU that a collissioon has occured between two objects. Hence the name effect physics, it is only physics for visual effects such as that debris tornado.
The HL2 physics is something _COMPLETELY_ different since it is done in the CPU which funnily enough also run the core of the game itself.
Fuzzy Logik said:Not impressed.
Astrogiblet said:My feelings on the topic:
- They keep teasing us with all these awesome videos of the various engines and cards and how powerful they really are. Yet there is no game out yet that takes full support of any of these technologies. If its such a great technology, then why aren't games coming out for them yet? I know this seems like a naive comment, as it doesn't take a day or two to make a game, but you think you'd have something to actually use the technology before you start showing it off. Especially when there is two or three different companies showing it off and its supposed to be this whole fundamental community wide technology thats supposed to change everything.
-Theres now a Havok Physx engine, and an Ageia Physx engine, and these are both separate from whatever Nvidia is doing right? Nvidia has that whole third PCI-E x16 slot thing going in their favor right? So its going to be a tough call on which way to go, which way will succeed, etc.. And will any of these three engines support all the "physx" enabled games, or will each game be specific to a single card/engine/hardware type.
I'm a n00b (as if you couldn't tell!!) when it comes to Physx. I appreciate you guys understanding this and taking this into consideration before you reply (I know there are a lot of "angry" posters on here when you don't know everything.).
-Brandon
duuuuuumb said:the GPU accellerated Havok engine co-developed by Havok and Nvidia, will run on both ATI/Nvidia GPUs. the Havok 4.0 engine is software,
and Ageia's engine is built to rely on hardware, and can only be utilized in games that support it.
heres a link to follow: http://hardware.gotfrag.com/portal/story/31801/