I like how they didn't say We don't use gpu accelerated physx, but rather physx on cpu with amd gpu takes only additional 10% of all physics engine computation time.
I call this a BS:
Why would it send the same data over and over again at steady frequency that is not tied to rendering frequency?
Also, they render objects in different places than the collision detection is calculated when fps is not exactly 50. That would end in a bad clipping and getting stuck in things.
Also, dynamic objects? Do they mean particles? Like in NFS shift that worked abysmal?
A few leafs seems not a large number, or is it? How many leafs does a leaf have?
So if lets say I have 100 FPS in this game, but physx is calculated at 50 times per second. How is my frame rendered. Does every other frame have no physx rendered - that would probably cause flickering.
Lets say I have Radeon card (doesn't really matter which as there is little to none scaling) and run this game at 25 FPS. My physx rendering is still at 50hz. Which means my every other frame is blank with only physx effects - I didn't noticed that. Maybe I should take a printscreen and have a closer look.
Dig deeply and greedily.