Originally posted by: Elcs
Originally posted by: Jeff7181
Originally posted by: razor2025
The comments about dev team having nightmare about their "target rig" is quite valid. I just don't see how the developers can anticipate how many "gamers" have the PPU card. In graphics area, it's very easy to scale down the details to accomidate the user hardware. Slower GPU? No problem, you get crappier texture (no filter) and tons of jaggies @ crappy res (800x600). Super GPU? Jack up those AA and AF along with uber-res! Physics, on the other hand, affects not only in graphics, but also game mechanics. Unless the developer can somehow magically create similar gameplay from reduced amount of physics calculations required at that particular level, the gameplay will definitely be different. Got your PPU? Alright, you get thousands of physically accurate objects to interact with. No PPU? Too bad, you can have thousands of interactive objects @ super slow speed or have only hunreds of objects instead. As you can see, the developer team has a nightmarish dilemma. And unlike writing multiple graphics rendering path (like how Half-Life 2 was rumored to be), writing games with huge difference in amount of "physical" realism is insanely difficult, if not impossible, since every aspect of gameplay will be affected.
Thus, it comes down to software. If Aegia can get some developers to create KILLER games that takes advantage of PPU (Killer = Game of Year caliber) AND gurantee them some type of financial benefit (since the game will probably have MUCH smaller audience at launch of PPU and game), they might be able to pull a success.
I think Aegia will find warm welcome from hardcore sim fans (those that spends $300+ on joystick setups alone) or some type of military/commercial simulator. For average consumer-level games, I just don't see how they can manage to convince the developers to write games for their PPU.
I don't think it's that complicated. With a PPU you get more particles... that's it. A game is not going to be designed around a brick wall made of thousands of individual bricks. There may be a brick wall in the game made of thousands of individual bricks that you're able to destroy if you have a PPU... or there may be a regular flat model with a brick texture and bump mapping.
AFAIK, a PPU doesn't increase the accuracy of the physics or effect the physics in any way. It just allows physics for more objects to be calculated. So another example... if you have a PPU you might see more objects that you can manipule... instead of a pile of 6 barrels in Far Cry that you can knock over and roll around, it might be a pile of 20. High quality smoke effects (fluid dynamics) are another advantage to having a PPU. Without one you'll just have the same sorta real looking smoke you see in HL2. Maybe there's a book case you can knock over and each book is rendered individually with a PPU... without a PPU it might just be book case that you knock over, and a few books "spawn" when it falls.
I thought one of the major points of the PPU was to reduce the number of scripted effects and turn them into real time.
Rather than walking past a certain point and having some predetermined explosion happen, I thought the PPU allowed Game Devs to do the exact same type of thing (massive explosions, heavy physics laden stuff) on the fly so to speak.
You walk along, a wall blows up and a previously unmovable barrel flys up in the air and lands. Scripted event.
If by some random occurance, 2 enemies walks past this scripted event, they may be killed and fall over since they werent coded into the script or expected by the game to walk past that area at that time.
But if that same event had happened with a PPU, it could be more realistic as their physics could be calculated as it happens so they could fly up, up and away and land with a couple of bounces.
I thought that was one of the biggest ideas for a PPU. Like the Water videos show, this could be great for fog and water spray (broken pipes, water splashes as you walk through water, rain splashing against a car windscreen with varying droplet size/angle of approach encorporating wind effects... would be great for atmosphere in a racing game)