PhysX in battlefield

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  • pYura

    #16
    Re: PhysX in battlefield

    There is simply no chance that they will add this featrure since the engine CANT TAKE IT dont you understand....

    Comment

    • SciFiMan

      #17
      Re: PhysX in battlefield

      Relax with a cup of green tea, dude. We know BF2 engine can't do it. We're excited about what 2142 could possbily do and there isn't a section for that yet. So we're here dreaming of a wonderful future in game play. Developers have had sample PhysX cards for 6 months now and hopefully DICE got one and has been making good use of it.

      What nobody here yet knows, is how this will effect multiplayer games. Servers have PCI slots too and no reason they couldn't add one or more on the server side. Whether the client side needs it too? We'll have to wait and see. I'm sure plenty of people will make guesses for and against though just like every other topic.

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      • variablek

        #18
        Re: PhysX in battlefield

        Originally posted by pYura
        There is simply no chance that they will add this featrure since the engine CANT TAKE IT dont you understand....
        yeah i understand

        i just thought other people might relate to not being able to run the sign over with their tank! :cry:

        Comment

        • SgT.uK

          #19
          Re: PhysX in battlefield

          i dont think 2142 will incorperate or i think would of heard about it by now. maybe the next bf will though....*hopes*

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          • -(PK)-DarkIllusion

            #20
            Re: PhysX in battlefield

            i think that bf2 was supose to include the "PhysX" thing youre talking about. its just that it presented too much lag/fap issues... so they decided not to go that way... som1 in the forum mentioned it... idr who..

            Comment

            • SciFiMan

              #21
              Re: PhysX in battlefield

              No, BF2 was out a number of months first. It's just been since last fall that developers could get sample hardware to start working with from what I've read. Anyway we won't know for a while yet until more compatible games are announced. They all compete for our dollars and time so they have to balance hype/marketing with stealthy cool additions to game play. Doom3 had huge hype and was lackluster since Far Cry had already come out and was frankly much better. We'll have data in a month or two when the mag's have their reviews and analysis of PhysX.

              Originally posted by -(PK)-DarkIllusion
              i think that bf2 was supose to include the "PhysX" thing youre talking about. its just that it presented too much lag/fap issues... so they decided not to go that way... som1 in the forum mentioned it... idr who..

              Comment

              • imported_rancid_elf

                #22
                Re: PhysX in battlefield

                Originally posted by pYura
                There is simply no chance that they will add this featrure since the engine CANT TAKE IT dont you understand....

                After 23 years writting video games for some top companies I should think I do understand a few things.

                It is very possible Dice have had the dev kits of the Ageia card for a long time. ABout 2 years ago they approached companies. Most companies have had the sdk's for at least a year.

                So it is very possible it could be in the engine used in 2124.

                So incorperate the sdk into an existing engine is not a great deal of work. It is to add it to a released game hence BF2 will not have it but even if 2124 was 60% done to add it now would not be a majoy problem.

                DO YOU UNDERSTAND?

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                • (4THIDUSA) SSG H.

                  #23
                  Re: PhysX in battlefield

                  still rather they fix the game, before making it even slower

                  Comment

                  • lostinspace

                    #24
                    Re: PhysX in battlefield

                    Originally posted by SciFiMan
                    You can't go by first week reviews. You might be too young to remember, but it took a while for 3D cards to prove their worth. Developers are still figuring out what they can do, and want to do with it. There are over a 100 games underway by 60 developers, and it takes years for the really big budget games to come out. Even now we have games that don't full implement all that DirectX 9 can do. The reports of a loss of FPS is misleading. It depends on the developer's work, drivers, and the PhysX middleware. It's very early yet for anyone to be passing judgement.

                    The PPU will absolutely revolutionize PC gaming. And once we get to DirectX 10 cards, where they either are or aren't compliant and there aren't different code paths in games for different vendors, then we'll see the dawn of a new era. If may take a year or more for developers to learn how to make use of this new power though.

                    Think about some quick obvious things a PPU will allow:
                    1 - Arti will make big craters in the ground instead of just scorch marks and momentary dust. On Karkand you can bomb the river crossing so it becomes impassible except to APC's. But then your team can't cross easily either so have to think strategically.
                    2 - Two engi's in tanks are killing your team. Can't kill them, then shoot the crane and let it crash down on the tanks instead.
                    3 - Can't get those snipers on the roof? Just knock down the whole bloody building.
                    4 - All doors and walls are destructible so if you're backed into a corner, just blast through and exit the building or climb to any roof or floor.
                    5 - Crash your APC into building columns to knock the whole building down, blocking an entire road or two until the round ends.
                    6 - Blow out window glass and players nearby take damage from the glass shards.
                    7 - Spec Ops blows up a dam causing a small flood downstream, or it washes away a key bridge.
                    8 - Gernade blows a wheel off a Jeep but unfortuneately the wheel rolls down the road and kills your squad leader.
                    9 - AT guy runs out of ammo and pushes a boulder down to cause a rock slide destroying that tank.
                    10 - Annoyed by that sniper on the watertower? Tank blows a hole in it, washing enemies away. Sniper respawns and climbs into the new dark hole for safer shooting.

                    Now think about the other games you play where anything goes physics can really give you freedom to solve problems, and create new problems for your teammates if you didn't think about consequences before hand. I promise you all, it will be a whole new gaming world 2 years from now! Don't judge it now from a couple snippets of game demo.
                    All these points have to do more with bandwith/netcode problems, than cpu power...

                    No game will be released in which you have a distinct competative adavntage with this card for some time...

                    Comment

                    • PsYcHo.KiLLa

                      #25
                      Re: PhysX in battlefield

                      PHYSX IS AMAZING WITH THAT ONE CELL-SOMETHING GAME.

                      Otherwise it sucks.

                      Comment

                      • SciFiMan

                        #26
                        Re: PhysX in battlefield

                        Nope, you're wrong. The examples I gave are physics calculations, and limited by the CPU because it is also busy doing AI and game coordination. The server side may need a PhysX card also but the players system is doing a lot of work, not just displaying whatever the server tells it about object locations. The developers know that most people aren't running a FX-60 so they have to limit what they do to have the most broad appeal for maximum purchases. Graphics cards just display what it's told for the most part, and you can adjust the eye candy up with a better card. Yes, that takes some horsepower but it's the general purpose CPU that is doing most of the dynamic stuff and then feeding it back to the GPU.

                        Go on a map and shoot a barrel so it blows up. Do it 10 times and watch it do exactly the same thing every time. It's scripted, like buildings falling down exactly the same way every time, and toasted planes crashing. Some things have a couple different scripted reactions but still. Add a PPU and there's suddenly enough processing power to make the whole world dynamic if the programers want. Which also will free up some CPU cycles so they can increase AI. A CPU in no way handle an unscripted building falling down with rubble tumbling dynamically. Everthing in the game could react to impacts with it's correct mass, speed, and angle of impact, and behave differently each time.

                        By all means don't buy one if you don't want. Wait for the many reviews in the next month or two and the 20+ games due out by Christmas. But please don't be an Internet Expert passing judgement on a card that has only been sold for 1 week.

                        Originally posted by DooDaH
                        All these points have to do more with bandwith/netcode problems, than cpu power...

                        No game will be released in which you have a distinct competative adavntage with this card for some time...

                        Comment

                        • Akuma

                          #27
                          Re: PhysX in battlefield

                          Originally posted by pYura
                          There is simply no chance that they will add this featrure since the engine CANT TAKE IT dont you understand....
                          That totaly sucks... . . hardcore:cry:

                          Comment

                          • SciFiMan

                            #28
                            Re: PhysX in battlefield

                            Nope, you're wrong. The examples I gave are physics calculations, and limited by the CPU because it is also busy doing AI and game coordination. The server side may need a PhysX card(s) also but the players system is doing a lot of the work and not just displaying whatever the server tells it about object location. The developers know that most people aren't running a FX-60 so they have to limit what they do to have the most broad appeal for maximum purchases. Graphics cards just display what it's told for the most part, and you can adjust the eye candy up with a better card. Yes, that takes some horsepower but it's the general purpose CPU that is doing most of the dynamic stuff and then feeding it back to the GPU.

                            Go on a map and shoot a barrel so it blows up. Do it 10 times and watch it do exactly the same thing every time. It's scripted, like buildings falling down exactly the same way every time, and toasted planes crashing. Add a PPU and there's suddenly enough processing power to make the whole world dynamic if the programers want. Which also will free up some CPU cycles so they can increase AI. A CPU in no way handle an unscripted building falling down with rubble tumbling dynamically.

                            Originally posted by DooDaH
                            All these points have to do more with bandwith/netcode problems, than cpu power...

                            No game will be released in which you have a distinct competative adavntage with this card for some time...

                            Comment

                            • lil_jimmy_norton

                              #29
                              Re: PhysX in battlefield

                              A PPU will eventually be a great thing, however you need to get your head examined for buying one now.

                              Comment

                              • Drevor

                                #30
                                Re: PhysX in battlefield

                                Originally posted by SciFiMan
                                Nope, you're wrong. The examples I gave are physics calculations, and limited by the CPU because it is also busy doing AI and game coordination. The server side may need a PhysX card(s) also but the players system is doing a lot of the work and not just displaying whatever the server tells it about object location. The developers know that most people aren't running a FX-60 so they have to limit what they do to have the most broad appeal for maximum purchases. Graphics cards just display what it's told for the most part, and you can adjust the eye candy up with a better card. Yes, that takes some horsepower but it's the general purpose CPU that is doing most of the dynamic stuff and then feeding it back to the GPU.

                                Go on a map and shoot a barrel so it blows up. Do it 10 times and watch it do exactly the same thing every time. It's scripted, like buildings falling down exactly the same way every time, and toasted planes crashing. Add a PPU and there's suddenly enough processing power to make the whole world dynamic if the programers want. Which also will free up some CPU cycles so they can increase AI. A CPU in no way handle an unscripted building falling down with rubble tumbling dynamically.
                                game-play related calculations _MUST_NOT_ be done by the client. They need to be done by the server to ensure that everyone sees the same thing. You may pretty up your falling crane but in the end everyone needs to see the same thing. In order to stick with your barrel example:
                                You are walking next to the barrel and suddenly it blows up, your shiny new PPU creates a lot of dust and debris and parts of the former drum fling left and right - you can see squad ... but those effects are damn cool to watch, right?
                                Now ... I dont have that fancy PPU and all I see is a little *poof*, a jumping barrel and a disoriented SciFiMan - guess who dies in the next scene?

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