Yes it did, go play the game again and refresh yourself.
Environmental flying debris from firefights a la John Woo? Did it.
Waving trenchcoat? Did it.
Exploding vehicles? Did it.
Like I said, nine years later and nothing substantial has changed.
It looks like Max Payne 2.
Yes, you are absurd, thanks for pointing it out. If you're going to tout effects like they're worth something, don't link to videos that prove my point. Sure, graphics improve over time, but this is nothing revolutionary or awesome, especially not like they're making it out to be. Personally, I'd be more impressed if they could make PhysX not completely tank performance on a single GPU.Using that same level of insight, nothing substantial changed between Unreal and Crysis. Think I'm overstating things-
http://www.youtube.com/watch?v=56LEzKVhVyE
That is what you are saying is comparable. Great cloth and particle system there.
Very slightly less absurd-
http://www.youtube.com/watch?v=BDo0-mA0eMI
Seriously people, you add so much more weight to your viewpoint if you don't state things that make you look outright foolish
In your mind, I bet it does.Unreal and Crysis.
Really, that sums it up.
So you're saying you can't see any difference between the physics effects in Max Payne2 and Mafia2? Really? Wow, you're either blind or blinded.If you're going to tout effects like they're worth something, don't link to videos that prove my point.
I thought the force field explosions were very impressive as virtually everything was effected.
Hey, if you play games to watch how many different ways a character's trench coat moves, you have fun doing that; I actually play them.So you're saying you can't see any difference between the physics effects in Max Payne2 and Mafia2? Really? Wow, you're either blind or blinded.
Max Payne2: The trenchcoat just moves exactly the same motion again and again and again, got boring after the first half minute.
Mafia 2: Much more realistic movements, imho shows perfectly fine that we need better physics. Looks much more interesting (and noticeable) than in ME or Batman.
Yes, that must be it. Please cry elsewhere.But don't worry, as soon as Ati has some kind of physics engine (let it be havok or what else), I'm sure you'll be all over it as well..
Ah so you don't look at the characters? Must be kinda hard to play that way. Also this means you don't need AA, AF or higher resolutions as well, right? Seems like you're part of a really small minority there.Hey, if you play games to watch how many different ways a character's trench coat moves, you have fun doing that; I actually play them.
Ah so you don't look at the characters? Must be kinda hard to play that way. Also this means you don't need AA, AF or higher resolutions as well, right? Seems like you're part of a really small minority there.
:hmm:Yes, that must be it. Please cry elsewhere.
Funny, I was thinking the rag dolls were some of the best I've seen.not into the bodyfalls either. And the flame effects are lacking oomph
Ah that's a great counterargument, thanks for sharing your insights.:hmm:
Where did I say any of that beyond in your fanboy rage-clouded imagination? When you try to put words in my mouth or set up a straw man argument, I'm going to dismiss you. Learn to discuss things like an adult, and we can have a conversation.Ah that's a great counterargument, thanks for sharing your insights.
If you'd like to elaborate why you think we don't need better graphics (let it be better looking models or more realistic movements), I'd love to hear it, but so far your only argument was that it's unimportant if something looks better or not, which in a forum whose whole reason of existance is exactly that is kinda strange.
Where did I say any of that beyond in your fanboy rage-clouded imagination? When you try to put words in my mouth or set up a straw man argument, I'm going to dismiss you. Learn to discuss things like an adult, and we can have a conversation.
Hey, if you play games to watch how many different ways a character's trench coat moves
There's a difference between the models, but it's more of a "Ok, and?" type reaction. Yes, it's progress, but if you look at the videos explaining why they wanted PhysX in the game and what it does for them, they promote it as really dramatic and awesome, but it isn't. For example: http://www.youtube.com/watch?v=3gCS7vRY5Q0 . More on that:So if you didn't find an interesting new way to look at the character WITHOUT noticing the movement of the trenchcoat, then it seems you don't think it's important how it looks. You're either saying that you can't notice the difference between the two models (which is hardly believeable) or that you don't care about how it looks. In both cases that brings up some questions.
But that's the most laughable part, PhysX isn't realistic, and that's probably what bothers me the most about it. Honestly, I don't think half the coders have taken a physics class in their lives or even tried some of the stuff they are encoding to see what happens in real life. Personally, I think a lot of PhysX is bullshit, because they "overproduce" every single effect they add in. It's like someone sat there and said "debris flies out of objects when they're shot? We need a ton of fucking debris then!" Well, no. If anyone has ever actually shot a stationary object with an automatic firearm, they know what bullshit this trailer looks like. In case you haven't here's a reference: http://www.youtube.com/watch?v=S5PsMHH0xk4 . Notice how debris isn't carpeting everything, the windows don't explode out and all this other bullshit. Same thing with the trenchcoat really, it looks like someone attached a pair of curtains to the bottom of a jacket, as that's not how a trenchcoat moves. The part where he was crouched behind the car did look good, but the other thing that's bothersome is how thick they have to make the coat, as it looks like a parka and not a trenchcoat. PhysX implementation reminds me of when Bloom first came out, and every single game was oversaturated to hell and you couldn't see a damn thing because it was so blinding.We get more and more processing power and if that gets us some more believeable physics that's a nice thing. In the long run we need an open standard no doubt about that - or at least one that isn't controlled by one of the two (probably three in some years) hw manufacterers - but it seems we can't get everything.
If you're fine with some precomputed explosions, fragment movements and whatnot, that's ok - I mean we've lived with that for a long time, but it's so far below what we could reach, that's just a pity. And if we get some physics that runs well on all plattforms (if it runs on the CPU that's fine as well, after all we've got hexcores while most games don't even fully utilize quads) we could finally get some effects that affect the gameplay in a meaningful way, something no game I've seen so far has done.
Not sure what's so negative about that, I'd prefer that about some new AA mode every day.
So you're saying because you can misuse something, it can't be used in a sensible way? It sure isn't perfect, but it's a step in the right direction and with some more experience and trys someone will get it right. But if you think that the trenchcoat in Mafia2 doesn't look realistic, then what does the one in Max Payne2 looks like? Sure it's far from perfect, but it's obviously better.But that's the most laughable part, PhysX isn't realistic, and that's probably what bothers me the most about it. Honestly, I don't think half the coders have taken a physics class in their lives or even tried some of the stuff they are encoding to see what happens in real life.
Do you ever just read something and understand it or do you always twist it into something else? I'm not sure if you're doing it to troll or you have trouble with the English language, but it gets old having to correct you. I said the current implementation of many PhysX effects is unrealistic and misguided; if you want to find out what I think PhysX could be used for, ask me, it's not that difficult.So you're saying because you can misuse something, it can't be used in a sensible way?
Step in the right direction for what exactly? The trenchcoat, for example, I believe is much more detailed, but is it better? No, not really, as overall it isn't more realistic and rather is just a waste of resources.It sure isn't perfect, but it's a step in the right direction and with some more experience and trys someone will get it right. But if you think that the trenchcoat in Mafia2 doesn't look realistic, then what does the one in Max Payne2 looks like? Sure it's far from perfect, but it's obviously better.
Cars are supposed to explode easily in action games, that's what makes them awesome. It's how they explode, which is unrealistic, that's the problem.And exaggerated effects? Sure (though that's not a sole physix problem.. I don't think cars explode so easily just because you put some bullets into them) and we really don't need colums flying around, but you can misuse every tool.
One more reason PhysX is unimpressive. By artificially limiting its performance to make sure they can use it to sell cards, NVIDIA is (once again) collectively shooting itself in the foot.Performanceproblems? The same as always for those stuff, Moore's law will deal with that sooner or later, though with that bad CPU utilization, it could very well be a more sensible approach to implement it there.
Your fault and your loss.And yeah I fear most people in countries where you don't get a gun thrown after you when buying something in a super market really have not the slightest idea how stuff like that looks in reality