BoFox
Senior member
- May 10, 2008
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Argh, my pedantic bubble of semantics was bursted!Sorry to burst your bubble, but Havok, Crytek, Infernal Velocity etcetera are ALL proprietary.
Might want to look up what the word means.
Also, the effects used in those engines are basically standard fare, and don't begin to approach the level of complexity and realism that PhysX is capable of.
The emphasis of PhysX's unbalanced grandeur is just an argument in the wind for now - receiving the same kind of notoriety as TressFX for example, due to its extremely unbalanced demanding nature with the rest of the game (but worse due to its exclusive nature that some game developers cave in to).
Looking at this video:
http://www.youtube.com/watch?v=l9Jkt7hSsrU
without peeking at exactly how many calculations per second it took, an untrained eye could think that it were PhysX due to its extravagant (and albeit stuttery) nature if one did not know it were AMD's own Ping Pong demo.First shown on the AMD “Codename: Spider” platform, the demo shows off a new lighting technique known as real-time global illumination, together with a scalable physics simulation optimized for multi-core systems.
Point is, Nvidia's PhysX has never ever really amounted to more GAME-FILLED SUBSTANCE than what Ageia demonstrated with GRAW for instance, many years ago - all for one compelling reason. So far, PhysX has been just that.
Then we have flexible DC and OpenCL as a standard of DX11.
http://bulletphysics.org/wordpress/?p=340
There just has never been very much in PhysX, and there's not really any more future in PhysX than there ever was.
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