• Nvidia Uses Hawken To Show Off PhysX Clevers
    42 replies, posted
[url]http://feedproxy.google.com/~r/RockPaperShotgun/~3/oZJdCM1tq-Y/[/url]
Those turbulence particle things seem REALLY TACKED ON
They so often forget to mention that you can just run these effects on your CPU, instead of buying an Nvidia GPU.
"PhysX", "PhysEX", "PHYSECXS" "BLAH BLAH SHUT IT!" This looks quite cool, although they need to create different looking effects for different things, like explosions, the health pick-ups, jets on the backs of the Mechs etc rather than just spamming "apex turbulence particles" everywhere. Really want to play this but it keeps telling me it doesn't recognize my version.
It's like they just copy pasted that effect from that Unreal Engine Editor Demo video a while back
Excluding the ridiculous "apex" particle effects, everything else could've been done without PhysX. Actually, when I think about it, the only game I've ever played where I actually felt the effect of PhysX was Borderlands 2. With a couple of exceptions, this is a goddamn gimmick.
I much prefer the non-physX version of the fire that they show.
Uh never realized these particles were some nvidia gimmick bullshit. Makes UE4 much less impressive (3 minutes in) [media]http://www.youtube.com/watch?v=acR4n6lJEdQ[/media]
The particles look cool, but they should be used way more subtly
Those apex particles were cool but overused. Energy collector? Sure, cool and flashy. Health item? Uh, sure... Fire? Oh come on, that doesn't even look good. I suppose this was a tech demo though, guess the particle effects had to be exaggerated to be clearly visible. I've always loved the debris scattering from explosions and impact, but I have a feeling that such effects could be done without Physx..?
[QUOTE=thrawn2787;39412460]Uh never realized these particles were some nvidia gimmick bullshit. Makes UE4 much less impressive (3 minutes in) [media]http://www.youtube.com/watch?v=acR4n6lJEdQ[/media][/QUOTE] ...dude, a graphics engine is just the basework to make effects possible. A better engine won't automatically shower your game in HD textures, crazy lighting/shadows and particles. It basically sets the framework for how much stuff and what sort of stuff you can run in theory. A driver then makes sure communication between hardwares and software goes as smoothly as possible. Particles such as these have to be created and implemented by the software developer, the engine doesn't magically add effects where it thinks they make sense.
[QUOTE=Laserbeams;39412468]The particles look cool, but they should be used way more subtly[/QUOTE] Yeah it feels like "HEY LOOK AT THE THINGS WE CAN DO, DON'T YOU LOVE THESE PARTICLES?"
[QUOTE=Im Crimson;39412489]Those apex particles were cool but overused. Energy collector? Sure, cool and flashy. Health item? Uh, sure... Fire? Oh come on, that doesn't even look good. I suppose this was a tech demo though, guess the particle effects had to be exaggerated to be clearly visible. I've always loved the debris scattering from explosions and impact, but I have a feeling that such effects could be done without Physx..?[/QUOTE] The fire would look pretty good with about 10% of the particle simulation. The embers look nice, it's just that no fire looks like how they made it look in game. It's like swarms of nanobots rather than particles.
The truth is that the massive amounts of polygons are much more taxing than the physics simulation.
The particles look very unnecessary and out of place.
[QUOTE=Stopper;39412346]Excluding the ridiculous "apex" particle effects, everything else could've been done without PhysX. Actually, when I think about it, the only game I've ever played where I actually felt the effect of PhysX was Borderlands 2. With a couple of exceptions, this is a goddamn gimmick.[/QUOTE] Mirror's edge looked massively better with physX - I think they used it for fast cloth simulation and a few other things.
It's also really effective in Arkham City (and Asylum to a lesser extent)
I like how the mass amount of particles literally disrupts gameplay because you can't see shit half the time.
[QUOTE=Juggernog;39412163]They so often forget to mention that you can just run these effects on your CPU, instead of buying an Nvidia GPU.[/QUOTE] Except you really can't if you want more than a slideshow.
How long until we get real time voxel smoke simulated with that PhysX particle system? Well, in games at least.
[QUOTE=paul simon;39412937]How long until we get real time voxel smoke simulated with that PhysX particle system? Well, in games at least.[/QUOTE] It depends - if they can get some kind of pixel-shader effect (talking partially out of my ass on exactly what they would need to do) where the particles are bound together visibly, then it should be pretty simple. You would just space out the particles as the cloud got bigger. Oh wait, looked up what you meant - Maybe in a year or two - these are some pretty big advancements in particle simulation systems (at least in efficiency) and who knows what developers will come up with when they have full creative control?
[QUOTE=RautaPalli;39412909]Except you really can't if you want more than a slideshow.[/QUOTE] Except you can if OpenCL was the standard rather than PhysX and CUDA.
Those particles seem to be really overused.
[QUOTE=FreakyMe;39412991]It depends - if they can get some kind of pixel-shader effect (talking partially out of my ass on exactly what they would need to do) where the particles are bound together visibly, then it should be pretty simple. You would just space out the particles as the cloud got bigger. Oh wait, looked up what you meant - Maybe in a year or two - these are some pretty big advancements in particle simulation systems (at least in efficiency) and who knows what developers will come up with when they have full creative control?[/QUOTE] I just remembered, STALKER: Clear Sky did this: [media]http://www.youtube.com/watch?v=B5RMxO5DsPA[/media] Best example at 1 minute in. [editline]30th January 2013[/editline] Oh and it didn't use PhysX
I do not really like the effects. Maybe for the charging station thing and the destroyed mechs effects look alright. It also just looks silly when the particles look the same except for color. The game looks fine without those effects. Now the debris effects always look good, and look fine. [editline]30th January 2013[/editline] [QUOTE=paul simon;39413102]I just remembered, STALKER: Clear Sky did this: Best example at 1 minute in. [editline]30th January 2013[/editline] Oh and it didn't use PhysX[/QUOTE] It used DirectX 10 I think. Aaannd it says dx10 right there in the video. I do not think I ever saw volumetric smoke when I played clear sky though.
[QUOTE=assassin_Raptor;39413110] It used DirectX 10 I think.[/QUOTE] DirectX won't just do that for you, but yes it was disabled unless you had DX10 enabled. It's more accurately a navier strokes fluid simulation rendered using voxels. (probably)
Look at our particles LOOOK ati can't do them!!! even when they totally could if we stopped showering developers in bloody shader core money!
[QUOTE=paul simon;39413166]DirectX won't just do that for you, but yes it was disabled unless you had DX10 enabled. It's more accurately a navier strokes fluid simulation rendered using voxels. (probably)[/QUOTE] I played using DX9 the first time I played I think, but the second play through I was using DX11. Played on max, was it rarely used or something?
[QUOTE=assassin_Raptor;39413256]I played using DX9 the first time I played I think, but the second play through I was using DX11. Played on max, was it rarely used or something?[/QUOTE] yeah, that level was the only place I know of that even used the smoke effect.
[QUOTE=assassin_Raptor;39413256]I played using DX9 the first time I played I think, but the second play through I was using DX11. Played on max, was it rarely used or something?[/QUOTE] Was only used in one level Funny thing is that Call of Pripyat still has the "Volumetric smoke" toggle in the graphics settings, even though the game never uses it. I'd like to see a mod that added it to explosions and campfires and such.
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