Jason711 said:oh i forgot... fear will be the last game ever made.. my bad.
Or that game-engines can be rewritten or patched...
Terra - We know that never happens, right?
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Jason711 said:oh i forgot... fear will be the last game ever made.. my bad.
Terra said:Or that game-engines can be rewritten or patched...
Terra - We know that never happens, right?
That may well be possible, but even if they do this I think the benefit will be marginal at best.Terra said:Or that game-engines can be rewritten or patched...
Terra - We know that never happens, right?
thing is....you CAN, but it doesn't make it ideal nor does it mean it is as effective as a standalone ppu or a gppu(or watever ya wanna call it) since we are on that question, why not use dual core cpu's to render graphics? as with with physics, you CAN do it, but it could never perform at the same level as a discreet solution. just because you can carry a huge rock on ur back doesn't mean that wheelbarrow is useless, nah mean?ironforge said:Why not just utilize dual core CPU's for the same effect?
You can't, for example, have any PPU accellerated physics affect obstacles, movement, enemies, weapons, etc, because in multiplayer scenarios, not everyone will have a dedicated PPU.
Sniper X said:correct me if im wrong, but the servers are the ones that need to calculate the physics. it wont really matter if a client has a PPU or not because the physics in a multiplayer game is controlled by the server that you are playing on. The limitation to complex physics would be the internet bandwitdh.
In fact, the server just synchronizes state to the clients at level load (object locations, random seeds, etc), then the client machines each deterministically calculate all the physics on their own.
Sniper X said:I have made a dedicated CSS server with a couple of bots and when a bomb explodes or a frag goes off. It usually results in stuff flying and the server's cpu being taxed a good deal. IT seems to be that the server is calculating the physics.
Menelmarar said:The CPU's are perfectly capable of handling the game physics we have now.
Yes, I completely agree. But you took my quote a bit out of context. My statement there was in reply to your mention of patching support for a PPU into today's games and my point was that it would grant minimal benefit to TODAY's games. It would simply be unutilized power.Terra said:That's the problem...
I want WAY more physics...
More than CPU's can handle...
Waaay more...
Just like I want more and more real-life looking graphics and more and more accurate sounds...
Terra - Are you content at Status Quo?
Jason711 said:im hesitant about having a gpu trying to do both at the same time.
eXzite said:Actually that is incorrect, there would be an ungodly amount of bandwidth used if servers updated every game object to every player every frame. In fact, the server just synchronizes state to the clients at level load (object locations, random seeds, etc), then the client machines each deterministically calculate all the physics on their own. Games minimize state updates as much as possible, usually only sending deltas for player movement, player actions, periodic sync information, etc.
Terra said:That's the problem...
I want WAY more physics...
More than CPU's can handle...
Waaay more...
Just like I want more and more real-life looking graphics and more and more accurate sounds...
Terra - Are you content at Status Quo?
forcefed said:Was anyone complaining about the lack of physics in games before ageia showed up? No.
Was anoying saying that half life 2's physics suck and they want 10x as much? No.
Ageia is solving a problem that doesnt exist.
However, Havok FX is limited to what's referred to as "effect physics," or physics that don't affect gameplay. Havok prefers to keep gameplay physics on the CPU, leaving Havok FX with the physics calculations necessary for visual effects and other eye candy.
forcefed said:Was anyone complaining about the lack of physics in games before ageia showed up? No.
Was anoying saying that half life 2's physics suck and they want 10x as much? No.
Ageia is solving a problem that doesnt exist.
How wrong you are. Immersion is everything to me and I've always wanted games to have more physics stuff and I hope the snowball is finally starting to roll because, let's face it, physics in todays games (FPS/action games) are basically on a level of knocking down a few chairs here and there. That's nothing.forcefed said:Was anyone complaining about the lack of physics in games before ageia showed up? No.
Was anoying saying that half life 2's physics suck and they want 10x as much? No.
Ageia is solving a problem that doesnt exist.
Trimlock said:give a dog a bone and they bitch it wasn't big enough
robberbaron said:So funny that nVidia happened to find a way to use the video card's processing to its fullest potential, and all people do is bitch about how it's a bad idea and it's worse than cards that DON'T EVEN EXIST YET.
So because we point out that NVIDIA's solution will be more expensive than Ageia's and not give real hardcore physics, but only pseudo-fluids and other "soft" physics we are wrong?
Tera - Is that what you are saying?
Trimlock said:no i'm saying you guys are bitching over something that doesn't even effect the price, OMG HDR CUTS RESOURCES WAY DOWN JUST TO GET BETTER LIGHT!!! screw the 6800's!!!
its an option, i and many others are welcoming it as it will have put a testbed for games to develop for it for future use of better physics
northrop said:I havent read everything, and Im not going to pretend I understand all of it, but heres my question.
Will this Havoc FX work with nVidia cards only? if I but any ATi card now or in the future, and try to play a game that features Havoc FX (say, Hellgate: London) will I be screwed?