

Does the CryEngine 3 support Physx?
#1
Posted 04 February 2012 - 08:16 PM
#2
Posted 04 February 2012 - 08:22 PM
#3
Posted 04 February 2012 - 08:38 PM
#4
Posted 04 February 2012 - 08:40 PM
From the Nvidia website:
What game engines support PhysX technology?
Unreal Engine 3, Gamebryo, Vision, Instinct, Trinigy, Diesel, Unity 3D, Hero, BigWorld.
What game publishers have licensed PhysX for their global studios?
EA, THQ, 2K Games, Sega and others.
Now could Crysis be "others" ? Maybe.. but why not say so.. they mention BigWorld (The WoT Engine) and its a small engine compared to CryEngine3
According to the Wiki on CryEngine 3.. its not listed as a feature either
http://en.wikipedia....iki/CryEngine_3
which was confirmed by the Devs at Crysis... (Be it a while ago)
http://www.gamephys....ysx-middleware/
So short answer.. No. Does not look like it will.
But it looks like it may use a better engine all together. IN hindsight this is probably better because it the game would run the same and wouldnt cause problems between ATI and Nvidia cards.
Edited by Chuckie, 04 February 2012 - 08:41 PM.
#5
Posted 29 January 2013 - 05:58 PM
http://www.youtube.c...v=eGVXfvA_-fA#!
Come on Piranha! You know you want to add PhysX! Who's a good boy? You are!
#6
Posted 29 January 2013 - 06:31 PM
Features such as the tree breaking, building demolition and impact damage calculations in Crysis was handled by CryPHYSICS. PGI says it places too much load on the servers right now or something to be used.
What would PhysX bring for this game, anyway? At best, it can be only visual fluff, because it would disadvantage ATi/AMD users.
Edited by Dukarriope, 29 January 2013 - 06:32 PM.
#7
Posted 29 January 2013 - 06:32 PM
#8
Posted 29 January 2013 - 06:53 PM
Axiomatic, on 29 January 2013 - 05:58 PM, said:
http://www.youtube.c...v=eGVXfvA_-fA#!
Come on Piranha! You know you want to add PhysX! Who's a good boy? You are!
Direct competitor? Hawken is a FPS in a mech suit. It's not a sim.
Dukarriope, on 29 January 2013 - 06:31 PM, said:
Features such as the tree breaking, building demolition and impact damage calculations in Crysis was handled by CryPHYSICS. PGI says it places too much load on the servers right now or something to be used.
What would PhysX bring for this game, anyway? At best, it can be only visual fluff, because it would disadvantage ATi/AMD users.
I want trees to break in MWO and mechs can crush cars. Is that too much to ask? =)
#9
Posted 29 January 2013 - 06:55 PM
#10
Posted 29 January 2013 - 06:56 PM
Natasha Kerensky, on 29 January 2013 - 06:53 PM, said:
Dukarriope, on 29 January 2013 - 06:31 PM, said:
i.e. PGI hasn't figured out how to keep the implementation stable. They're working on it, I presume.
Tennex, on 29 January 2013 - 06:55 PM, said:
Cloth animation is one of its strong points. But here are more wide examples.
http://www.geforce.c...madness-returns
http://www.geforce.c...ty-a-first-look
It's all visual fluff, but it's a lot more than just cloth simulation. It's a lot of enhanced particle physics. Most existing physics implementations (such as Havok) only handle macro or large size objects, PhysX is capable of computing the behavior of hundreds, even thousands of small sized objects. This also extends to fluid physics behavior.
Edited by Dukarriope, 29 January 2013 - 06:59 PM.
#11
Posted 29 January 2013 - 06:57 PM
#12
Posted 29 January 2013 - 06:58 PM
Ranek Blackstone, on 29 January 2013 - 06:57 PM, said:
i would love to step on cars
#15
Posted 29 January 2013 - 07:17 PM
MrPenguin, on 29 January 2013 - 07:11 PM, said:
Most people who ask for physx, don't even know what it is/does.
It's dependent on what the game developer is willing to provide for it, such as breakable surfaces. It's just that cloth simulation is one of the more obvious or frequently advertised features of PhysX, but I already posted two examples of wider capabilities of PhysX.
#16
Posted 29 January 2013 - 07:21 PM
Dukarriope, on 29 January 2013 - 07:17 PM, said:
...a developer can't suddenly make physx good. Also, theirs a reason cloth physics is the one thing thats advertised about it. And nothing else.
Edited by MrPenguin, 29 January 2013 - 07:21 PM.
#17
Posted 29 January 2013 - 07:25 PM
MrPenguin, on 29 January 2013 - 07:21 PM, said:
Last I checked they advertised fluid, fog and shard displacement. I haven't any interest in PhysX being in MWO, but I don't think it's worth telling people PhysX is terrible or "doesn't do anything more than cloth animation". Again, as with any game engine feature, it depends on the developer creating assets for it. It's just the same as how you need to create nice models and textures for anything.
Unless you mean to say PhysX has no gameplay value, which is certainly true.
#18
Posted 29 January 2013 - 08:03 PM
Celestial, on 04 February 2012 - 08:22 PM, said:
So the question remains. When will MWO see DX11?
Axiomatic, on 29 January 2013 - 05:58 PM, said:
http://www.youtube.c...v=eGVXfvA_-fA#!
Come on Piranha! You know you want to add PhysX! Who's a good boy? You are!
LoL
Natasha Kerensky, on 29 January 2013 - 06:53 PM, said:
This and if they are blaming their server load...they're lying.
PhysX is a physics engine that simulates physics in a way that doesn't require a super computer....
http://www.smarterte...xtreme-Physics/
...it does a pretty damn good job and a far better one than the CryPHYSICS if that is what they have. Sorry but the way some of these mechs move when they die more closely resembles a tin can getting kicked than a multiton machine falling over.
#19
Posted 30 January 2013 - 02:22 PM
I work with CUDA every day for my real world job from stock market modeling to n body modeling to solving cancer by mapping the human DNA and other fantastic uses. It's a shame ATI doesn't have something similar as then I think the graphics effects might be more used by game developers.
Anyway, it was just a idle wish and all you getting butt-hurt about the suggestion need to relax. I'll never once believe that if MWOMercs had PhysX that you would complain it was there. Sure I want important things like game balance first but some in-game physics (PhysX or other) would only add to the fun.
Edited by Axiomatic, 30 January 2013 - 02:23 PM.
#20
Posted 28 February 2013 - 10:35 AM
This is an interesting idea I'd like PGI to eventually pursue once they figure out the whole DX 11 issues and Netcode. CryPhysics and destructible environments would be an amazing feature for this game.
//thread necro
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