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Nvidia PhysX 5.0

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Re: Nvidia PhysX 5.0

#91
post #25

What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular looking games with crude physics nowadays remind me of those hi-res ports of old console titles, in an ajar way.

BeamNG, the most physics intensive driving game ever made.

https://youtu.be/Lqx2KKWI8aM

Re: Nvidia PhysX 5.0

#92
post #25

What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular looking games with crude physics nowadays remind me of those hi-res ports of old console titles, in an ajar way.

https://www.beamng.com/game/ - possibly the best driving / soft body physics out there..

Is there much written about their sim approach?

Re: Nvidia PhysX 5.0

#93
post #25

What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular looking games with crude physics nowadays remind me of those hi-res ports of old console titles, in an ajar way.

iRacing

Re: Nvidia PhysX 5.0

#94
post #47

Earlier quoted context omitted.

Steam Deck isn’t a console in any traditional sense unless we’re just going to start butchering decades of colloquial nomenclature . It’s a portable PC running desktop software from top down. Otherwise you might as well call my laptop running Steam Big Picture a console too. When the other people are talking about consoles, any sensible person knows they mean things like the PlayStation, Xbox or Switch.

So the key distinguishing attribute that makes a "game console" a "game console" is its walled-garden nature? Nothing else? And not the fact that it's, you know, a "console" that can be used to play "games"?

> So the key distinguishing attribute that makes a "game console" a "game console" is its walled-garden nature? Nothing else?

Practically? Yes, IMO. You can say it uses specialized hardware manufactured on a massive scale, with each gen being a distinct set of hardware with slight variations, but then you're describing an Apple M1 Macbook Air or Microsoft Surface.

People have and will always gain root access, but the OEM doesn't typically like this, and goes out of their way to prevent it. There may be APIs the OEM leaves open to allow the creation of, for example, XMBC, but an XBox is hardly an open, general-purpose, computing platform.

If you want to call it a console that can play games, then my custom-build Linux computer console fits that definition. Hell, I wouldn't have to even leave the computer console TUI to play Dwarf Fortress.

Re: Nvidia PhysX 5.0

#95
post #25

What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular looking games with crude physics nowadays remind me of those hi-res ports of old console titles, in an ajar way.

Death Stranding. Considering you traverse the world mostly on foot and packed up they nailed the terrain and how movement with heavy package works (imagine sherpas and mountaineers).

Re: Nvidia PhysX 5.0

#96
post #19

Probably should remove the 'now open source' part of the headline. Nvidia's own marketing page about the 5.0 release. https://developer.nvidia.com/blog/open-source-simulation-exp...

Right, that page says "All CPU source code is available under the simple BSD3 open source license, and NVIDIA GPU binaries are included at no cost." So only the CPU code is now Open Source.

Also, if you are building a game, wouldn't you want it to work on AMD GPU's too?

Re: Nvidia PhysX 5.0

#97
post #25

What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular looking games with crude physics nowadays remind me of those hi-res ports of old console titles, in an ajar way.

Maybe not state of the art but I was very impressed by Assassin's creed origins.

Re: Nvidia PhysX 5.0

#98

Earlier quoted context omitted.

https://www.beamng.com/game/ - possibly the best driving / soft body physics out there..

Is there much written about their sim approach?

Answered my own question: https://wiki.beamng.com/JBeam_Physics_Theory.html

Re: Nvidia PhysX 5.0

#99
post #29

Earlier quoted context omitted.

I think your comment is wrong and perhaps speaks to your own visual senses than any factual effect. There’s been so many advancements in the last ten years outside of raytracing. Better character motion, better character AI, spatial audio, audio materials, speech matching just off the top of my head. Every single thing about games has gotten noticeably better for realism. One only needs to watch a Digital Foundry vid…

character motion being the same old animations, just done/interpolated better the only advancement I know of which got close to be implemented in games is https://github.com/sebastianstarke/AI4Animation (I think Sebastian worked with EA or some other big company at some point) - still haven't played anything using this though

Your opinion here is highly ignorant.

There’s been tons of advancements on higher fidelity motion, better interaction , pose blending, constraint targeting, secondary motion, pose based deformation etc..

Re: Nvidia PhysX 5.0

#100
post #56

Earlier quoted context omitted.

Embark Studios are making a game called "The Finals" which leans very heavily on destructionn. The trailer has some really impressive building collapses and other loud looking events: https://www.youtube.com/watch?v=X84w4DWEEes

They use PhysX with rust bindings for this. https://github.com/EmbarkStudios/physx-rs

The Finals is an Unreal based game, not Rust, you can see the Unreal logo on their homepage: https://www.reachthefinals.com/

They have a Rust game: https://medium.com/embarkstudios/embarks-creative-playground...

Which maybe be using their PhysX bindings but it's not The Finals

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