There is difference between disappointing AMD users that has multiple monitors and disappointing all AMD users. Difference of few millions of gamers .CostinMoroianu said:I'd bet TW3 won't support eyeinfinity so they will kvetch anyway.
There is difference between disappointing AMD users that has multiple monitors and disappointing all AMD users. Difference of few millions of gamers .CostinMoroianu said:I'd bet TW3 won't support eyeinfinity so they will kvetch anyway.
According to Nvidia's website, PhysX has been used in over 300 titles, which is more than Havok. This makes sense, because as I said, software PhysX is free for developers (even for commercial use), whereas you have to pay to use Havok.Aver said:http://en.wikipedia.org/wiki/Havok_(software)
Big games that used Havok in last year:
Call of Duty
Medal of Honour
Far Cry 3
Darksiders 2
Sleeping Dogs
Assassin Creed 3
Halo 3
Uncharted: Golden Abyss
Binary Domain
Kingdoms of Amalur
Not a lot of room for PhysX.
CDPR never used the advanced software physics that Havok is capable of generating in the Witcher 2.. That's why you see clothes that stick to characters, and hair that is more akin to a thick rope than anything else..GuyN said:For a commercial developer, license fees are a normal cost of doing business, not usually grounds for adopting one technology over another. Maybe that doesn't apply to indy developers or garage shops. But CDPR can afford the tools that produce the best results. If GPU PhysX is a big win with their engine, they should adopt it, even if it costs big money and even if AMD customers will kvetch. But if they do, the AMD customers will kvetch.
Then I don't know in which games it was used. If you exclude games from list of games that used Havok, there is not many more games that could use PhysX.According to Nvidia's website, PhysX has been used in over 300 titles, which is more than Havok. This makes sense, because as I said, software PhysX is free for developers (even for commercial use), whereas you have to pay to use Havok.
For sure! But Havok don't use them to promote their engine and among games that used Havok there is a lot of great titles. On nVidia list 90% of titles are crap, 8% are mediocre or cool but old games (Gothic 3, Two Worlds 1, Age of Empires 3, Rainbow Six) and 2% are modern, cool or mediocre titles (Metro 2033, Mafia 2, Borderland 2).CostinMoroianu said:I think if one were to look at the Havok games they'd find a bunch of crap titles as well.
Well and in the end they used Havok. It started as PC title, before Sony bought them, so maybe it's why there is this mistake.Since WHEN is Heavy Rain a PC title?!
Then Havok it isAver said:I'm pretty sure that features mentioned by Volsung are already completely possible in Red Engine. All those thing are basic physics. Also Havok is capable to do way more that it's doing in TW2 and it would be nice to see it in next game. Like realistic cloth simulation and stuff like that. It seems that it requires additional fees etc. But I guess it's worth it.
I also want to point out that Havok Phsyics won 5 times in the row Game Developer Magazine's and Gamesturas's award for the best middleware.
If they do this then I hope that they won't overdo this. I like such things in the game, but when it's overused it starts to feel gimmicky. When in every single fight you have possibility to throw something at enemies then it starts to feel like combat is designed only around it. It's cool to play sometimes games like Dark Messiah, that is designed around this gimmick, but from TW2 I would expect this not being a main feature of combat. But nonetheless I would love to see some physics in combat too.Volsung said:Then Havok it is/>/>
It doesn't have to be physics intensive, but it would be very, very cool if they include these physics based dynamics into normal gameplay. Open-ended tactical combat with environmental physics? Hell yes! I'm guessing in Cyberpunk 2077 the environment will also play a big role in combat: alleys, vehicles, obstacles, bullets and other projectiles.
How are environmental physics not part of an RPG? Are you serious? If you were RP-ing with pen and paper and a human dungeon/game master, you could come up with things like that. Try to hit objects, do whatever. Not everyone has to sword fight and cast spells.Demut said:As for physics in combat, Aver’s got it right. It wouldn’t be much of an RPG anymore if it focused heavily on them in that fashion (cf. the aforementioned “Dark Messiah of Might and Magic”). I mean in these games you end up being able to kill even the most advances enemies by kicking them from a ledge or into a wall of spikes, even on level 1. The degree to which “The Witcher 2” employed them (Aard + cliff) is enough for me.
Yeah, considering their explanation for using DX9 in TW2 I expect they will try to avoid any choices that would cut out potential players (or give them a significantly worse experience just for having the "wrong" brand of graphics card).Demut said:PhysX is nVidia exclusive and furthermore not supported by all their cards, isn’t it? Sounds like a bad idea to restrict your effects to 50% (or even less) of your customers when the alternative can basically include everyone.