Originally posted by: Keysplayr
Originally posted by: dguy6789
While it may be true about Burnout, I haven't played it myself so I don't know, I was speaking in general. Every example that doesn't use PhysX is usually countered by some kind of subjective argument such as "although they give the same visual result, the way PhysX does it under the hood is technically more impressive". What about Ghost Busters physics? That looks better than Cryostasis and Batman physics to me. I don't think anyone cares if a developer is "cheating" or using "fake" or "not as good" physics if the end result looks good.
My stance is that I am against PhysX becoming a standard, not physics on the GPU. In current games with PhysX, it seems as if they are using PhysX just for the sake of saying their game uses it, not because it is required on any level for the physics calculations their games do. I haven't seen anything in a PhysX game that just blows me away visually or looks like something that simply can't be done without hardware physics.
With all due respect, if you're not against PhysX on the GPU, then you should have zero problems with PhysX becoming a standard.
I'm against PhysX for one big reason(Again that's PhysX the API, not hardware physics the idea). It's owned by Nvidia and is meant to be run on graphics cards. It can never be a fair ground. I would be just as against it if it were owned by AMD. The company that owns the API would certainly make it run better on their own hardware compared to their competitors' and or charge a fee for others to be allowed to support it among other things. It's a conflict of interest. It would make a lot more sense for someone who isn't producing graphics cards to run the standard such as Microsoft. Open source is the best case scenario but it is unlikely(just look at OpenGL success/progress compared to DirectX success/progress) so having some kind of DirectX like physics is the next best thing that I can see.
tl;dr: I dislike PhysX for the same reason I dislike Adobe PDF.
