Originally posted by: SSChevy2001
Take a look at red faction guerilla.Originally posted by: Fox5
Also, the primary difference I've seen in physx and the physics engines that came before is weight modeling. Objects in physx have weight.
http://www.youtube.com/watch?v=2ofYAlaikYA
Lots of destructible stuff, but nothing that indicates whether it models weight.
The effects people are looking at may not seem like much, but the fog rolling off of your body in particular is going to crush a CPU, I don't think people appreciate how complex that is.
It does depend on the complexity being used. Most physx effects were accomplished to some extent on last gen hardware.
The splinter cell games had cloth physics (with a much lower mess, more akin to what's in that nba game), sparking electronics can be static animations, and in general things can be even lower res approximations or faked and get the same visual impact.
But right now, physx is still being added as an afterthought. We need games that really take advantage of it. I've seen more impressive physx demonstrations from unreal tournament 3 custom maps than I have from real games. So far games are offering interactive effects that do little or nothing more than static animations. Besides that, current day cpus are capable of handling hundreds of interactive bodies in real time (especially if you take advantage of a quad core), the only things in the games that couldn't be done on the cpu is the fog. Depending on the mesh density, the cloth might be a problem, but the meshes could easily be scaled down.