Previous discussion here: https://news.ycombinator.com/item?id=18589494
(Submitted title was "Nvidia PhysX 5.0 is now open source")
Zelda Breath of the Wild is a recent example where the designers went all-in on physics-based gameplay and did an amazingly impressive job with it. But the hard part wasn't the technology, it was everything else.
It uses voxels and the game premise is destroying the environment to create an escape route once you trigger the alarm (by stealing required objects).
Someone else pointed to another game, The Finals, which feels waaay more realistic: https://www.youtube.com/watch?v=rGRoborkkw4
I just hope it isn't another Battle Royale because that I find that genre incredibly underwhelming vs. team-and-round-based gameplay like CS:GO or offline campaigns
It is the only game I am aware of that I would say has a true “chemistry engine” along side its physics engine. (Though props to designers of Zelda BotW for giving objects internal properties besides just velocity & mass that facilitate reactions and interactions. Falling sand games that Noita takes a lot of inspiration also often have “chemistry” interactions but generally don’t incorporate physics bodies and are more of a simulation toy box than a game).
Also iirc they are big on Rust and are supporting a lot of grassroots projects in the Rust gamedev space
A good integration with a decent physics engine feels better in-game than a superb physics engine with a bad integration.
When programming physics there's many ways of getting the desired behavior from the physics system, and as with all problem solving some solutions are better/more stable than others.
I hope/pray for a Battlefield 7 game that actually takes this seriously, but EA has run Battlefield into the ground.
I feel the primary reason are the consoles, game devs can't push the boundaries as most consoles are around 5-6 years behind gaming PCs.
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 video or a GDC talk to see the big uplifts.
10 years is a long time too and spans all the way back to the PlayStation 3 and Xbox 360 era. So your comment is nonsensical at best
This will likely change in the near future as the industry invents ways to replace human modelers, texture artists, etc, with automated "AI" tools.
But that engine also shows that you are not wrong with your remark about consoles holding progress back: The game barely ran on the ps4, and even on the ps5 you won't get stellar framerates... You need a really nice PC to run the thing smoothely...
[0] https://www.nintendo.com/store/products/trine-enchanted-edit...
Tetris?
Nvidia's own marketing page about the 5.0 release.
https://developer.nvidia.com/blog/open-source-simulation-exp...
Also, if you are building a game, wouldn't you want it to work on AMD GPU's too?
Since gfx benchmarking is stable and MemTest86 never found anything, the only other culprit would be power transients. I'm using a relatively modest 200 watt RTX 3060 ti so I hope it wouldn't be that.
Just wanted to bring this up because I'm not the only one that has experienced this, it was a recommendation from a Steam discussion. And by hard system crash I mean full system reboot.
After that, PhysX API was accelerated via CUDA and the dedicated PhysX ASICs were discontinued.
> As we said before, installing the hardware automatically enables higher quality physics. We can't get a good idea of how much better the PhysX hardware would perform than the CPU, but we can see a couple facts very clearly.
So what you call a scam is down to implementation details. In a true like for like scenario the PPU would usually outperform the CPU implementation as long as your sync boundaries were clean to get stuff back from it, and pipe the transforms back to the GPU.
I wish people like yourself wouldn’t reach for incendiary language by default. It ruins any and all nuance in discussion.
This is great news. Bullet and others could benefit from this as well.
See positioning of NVidia Omniverse for example.
https://www.youtube.com/watch?v=QzIHI7y4ZG4
Which needed that separate physx card at the time. Wonder what ever happened to it.