• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
The issue for using hardware Physx is that only nvidia videocards can make use of it. The videos you showed for instance are unplayble if calculated with your cpu.

So unless TWI locks out the game from anyone who got an ATI card hardware PhysX if used can probably only be used for graphical goodies that can be added to the game but don't have an effect on gameplay (aka can be turned off).

Think foot imprints in show, more animated destructions, prettier snow, fog water. And possibly some nice looking waving flags etc.

As PhysX is the default physics engine though, software physx will be used in one way or the other, but a processor isn't as fast in physics calculations as a videocard. So possibilities are a bit more limited.

Next to that there is the netcode as well as all damage must be replicated to all clients.
 
Last edited:
Upvote 0
As Zetsumei said, problem with physx is, that server is unable to apply all physx enabled object manipulations for every player. It is very hard task for medium server. So Physx affected objects will have local, visual effects - like water animation, realistic fog, etc.
But yes, Fully PhysX enabled multiplayer game would be just awesome.
Imagine, tank is exploded, turret is making nice roll in the air, and killing nearby enemy by landing on his head.
Structures damage by tank shells would look nice as well.
This is possible by using few Tesla cards on a server side, and PhysX enabled clients. But you need same computations on all clients to see the same. So everyone should have Physx. Currently its hardly possible.
 
Upvote 0
Well the thing is i dunno how good the physX engine is netcode wise etc.

As per poly destruction and terrain deformation is probably not possible for terrain. But basically the ability for say satchels and tanks to blow holes in nearly every wall might be a possibility.

Aka the holes not being calculated, but premade by the mapper like the satchell walls in stalingradkessel. Where physx users maybe see some additional effects in it blowing up. Or say destroying fences by driving over them, physX users could see the fence shatter, while non physx users the fence would just be replaced with the "broken fence" smesh.
 
Last edited:
Upvote 0
When a multi-platform (open) solution has arrived, for both server as clientsided physics, then this may be found in a computer game.
But we are talking about at least 3 years.

Effects don't need to be server-side though.

An MMO I've played called City of Heroes uses Physx effects, things like extra stuff flying around when explosions happen, more efficient ragdolls, and suchlike.

It's quite impressive to fly across a room full of spent casings and watch each of them float into the air from the displacement. Or watch leaves from trees blow around in the wind.

I could see Physx effects in HOS adding things like ragdolled flags, individually modeled ammo casings, flowing greatcoats, more dynamic particles drawn from explosions like rocks and pieces of concrete, and just generally smoother performance for those of us with current nvidia cards.

It really wouldn't be negative in the least to add such things, since anyone who doesn't have the ability to use Physx would have the same game, just without the pretty spectacles.
 
Upvote 0
Not sure how it compares now, but when it first came out, the Physx card actually decreased performance in GRAW.

IMO, not worth adding in since half of the players won't be able to use it.

Though it does make explosions look a bit more pretty in GRAW 1/2 PC (and the other few games) for those of us with Nvidia cards, it isn't that big of a deal.
 
Upvote 0
Well it depends on the work load for the devs, if half the people can use it thats still a lot. And could be worth it. But if it takes too much time then its not worth it.

Small things like walls chipping away (not creating holes to shoot through) instead of decals. Animated water etc. Might have options to enable it precreated in UE3 like the udk, in that sense if it doenst take too much time it could be nice to add.
 
Upvote 0
Not sure how it compares now, but when it first came out, the Physx card actually decreased performance in GRAW.

IMO, not worth adding in since half of the players won't be able to use it.

Though it does make explosions look a bit more pretty in GRAW 1/2 PC (and the other few games) for those of us with Nvidia cards, it isn't that big of a deal.

That was because the explosions suddenly spawned hundreds of small particles that weren't there when you didn't have physX on.
 
Upvote 0
Which is why it should never be forced upon all players, but as an addition to the game for some effects isn't that bad.

I'm running a 5850 as renderer myself, although i have a 8800gt for physx :p

except if you put it into games then the people who dont have nvidia cards or physx cards get gimped out of performance potential.
 
Upvote 0
As Zetsumei said, problem with physx is, that server is unable to apply all physx enabled object manipulations for every player. It is very hard task for medium server. So Physx affected objects will have local, visual effects - like water animation, realistic fog, etc.
But yes, Fully PhysX enabled multiplayer game would be just awesome.
Imagine, tank is exploded, turret is making nice roll in the air, and killing nearby enemy by landing on his head.
Structures damage by tank shells would look nice as well.
This is possible by using few Tesla cards on a server side, and PhysX enabled clients. But you need same computations on all clients to see the same. So everyone should have Physx. Currently its hardly possible.


If OnLive ever gets going and RO:HoS is supported on it, maybe it would be possible then??
 
Upvote 0