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You are very misinformed as to how a video card renders a scene. If it worked like you claim it did we would see amazing detail in-game and we wouldnt use 2D textures to simulate 3Dbipolar said:The same number of pixels will be rendered either way. There may be an additional load from calculating the shadows as the moving objects pass in front of one another, but just because a tower of blocks falls doesn't mean your framerate will drop ... that's the point of the physics processor, to calculate all the additional data. Your video card will just keep rendering away it's 1600x1200 pixels ... it doesn't really care what color each one is as the box falls down across the screen.
the fact of hte matter is, with the Physx chip, We can calculate the things needed to make cool scenes. Rendering the blue texture of the water isnt hard, what is hard is calculating the way the water reacts, Yes you will see some slowdown, but look at it this way, In the novedex SDK, there is a think called a stack drop, what it is is alot of greyscale boxes falling. Rendering grayscale boxes isnt hard, what IS hard is calculating how the boxes drop, how they react to eachother, there enviorment etc.kick@ss said:You are very misinformed as to how a video card renders a scene. If it worked like you claim it did we would see amazing detail in-game and we wouldnt use 2D textures to simulate 3D
No, there's plenty more that the video card will have to do in many situations. If a simple object is falling then there will be no decrease in FPS. If a ball falls and then deforms there could very well be a decrease in FPS. If a wall or some other object is blown to bits (which you KNOW developers will show off time after time), there will be a FPS drop as the video card will have to render all the flying objects and then calculate things like shadows.HighTest said:Not necessarily. Many of the things Physics can do may not have to have a significant impact on the "rendering" but will still have a big impact on the quality and realism.
Yes, in that case a PPU (or a second core) could help out. However, I think a larger emphasis should be placed on improving graphics, especially lighting.HighTest said:Example, Computer generated characters have "basic" skeletal models that allow the arms to bend, etc with some minimal realism. The PPU would allow much higher detailed skeletal models allowing more relastic movements, etc. The GPU wouldn't be rendering those bones, just the surface that you can see.
Umm, rendering all that stuff falling and flying around isn't exactly easy on the video card. There's a reason beyond just lighting why life-like realtime 3D is impossible.Hate_Bot said:the fact of hte matter is, with the Physx chip, We can calculate the things needed to make cool scenes. Rendering the blue texture of the water isnt hard, what is hard is calculating the way the water reacts, Yes you will see some slowdown, but look at it this way, In the novedex SDK, there is a think called a stack drop, what it is is alot of greyscale boxes falling. Rendering grayscale boxes isnt hard, what IS hard is calculating how the boxes drop, how they react to eachother, there enviorment etc.
That is why the Novedex chip will be usefull. Say you have a wall, now, instead of bing one giant pixel. it can actually be made up of bricks, that fall correctly, rendering some bricks, even with slightly higher res textures, wouldnt be hard, what would be the hard was making the bricks fall realistically, with the novedex chip, it wouldnt be.
Obviously there is more to computer graphics than what I said; this is neither the time nor place for a discussion on the intricacies of 3d rendering.kick@ss said:You are very misinformed as to how a video card renders a scene. If it worked like you claim it did we would see amazing detail in-game and we wouldnt use 2D textures to simulate 3D