Originally posted by: thilan29
When games are going to be launched on ALL platforms then they usually launch around the same time (even more so in the recent past).
I simply disagree with that, I already stated this before. And I'm not just talking about exclusive titles either.
Just to take one example, BioShock:
http://en.wikipedia.org/wiki/BioShock
It was released in August on PC and XBox, and in October on PS3.
Or Doom 3:
http://en.wikipedia.org/wiki/Doom3
Released almost a year later on Mac and XBox than on PC.
Unreal Tournament 3:
http://en.wikipedia.org/wiki/Unreal_Tournament_3
PS3 version about a month later than the PC version, XBox version almost half a year later... OS X and linux versions still not released.
I could probably go on and on, but you get the idea.
I really don't think the ~two months delay with Mirror's Edge PC version is a big deal in the greater scheme of things. Just business as usual.
Originally posted by: thilan29
So you're not really sure either why it was delayed?
Nope, but I think it's highly unlikely that PhysX is the sole reason, and I've given several alternative reasons, which are all very likely.
What you call 'delayed' may just be their business strategy anyway. They may have wanted to take some extra time to validate the PC version, because PCs are just more errorprone with their variety of APIs, OSes, hardware and all.
If you really want to know, I could ask. I know one of the developers at DICE (although he didn't work on Mirror's Edge himself). I'm not sure if you'd get an answer though, because this sort of business strategy may be considered a trade secret.
Originally posted by: thilan29
If it was as easy as you claim to add the extra effects then why do YOU think we haven't had more developers adding those extra effects (I'm asking an honest question here)?
Basic management strategy. One of the golden rules in software development is to NOT change your requirements during an ongoing project. In general it's just not very smart to be in a project that's nearing completion and then say "Okay, let's do something completely different". There are too many risks involved in general. Adding some extra PhysX effects may not be difficult from a technical point-of-view, but that doesn't mean the management is willing to take any risk at all.
You have to realize that not all reasons are technical.
PhysX is still a very young technology, and games where the decision was made to use PhysX at an early point aren't nearing completion yet. What we have so far is some developers who were willing to take the risk and change their planning and game design a bit, to incorporate PhysX.
We will probably see the same thing with DX11. You can convert a DX10 engine to DX11 in just a few days, singlehandedly. Technically it's not that difficult. We will probably see a few developers taking that risk and releasing DX11 titles early on, while others will stick to DX10 because that's what they were committed to at the start of the project.