You can expect more effects to appear over time. We've only just started with particle effects and the like (blood and fire in video just added during KS campaign) and I've done water simulation in the past. I made my own because there's a lot of things I wanted to do differently and I have a lot of control over how things work. Seems to be mostly eye candy for people who have graphics hardware power to spare.Įither way different physics engines have different qualities, it's not just a matter of better or worse. I've yet to see PhysX do much that could actually contribute meaningfully to a game that can't be done without it. Demos that utilise all of a high end computer's resources to produce one effect under controlled conditions and an actual complete game that needs to run on a useful range of hardware are very different things. I haven't seen any actual games with meaningful fluid or fur simulation. ![]() The more advanced effects rely on hardware accelleration as far as I know and are extremely resource intensive. ![]() With multiple CPU cores and little else for the CPU to do I'd rather use that. I'm not exactly an expert on PhysX but the way I see the main advantage would be using hardware accelleration which only works on Nvidia cards and eats into resources needed for graphics (unless you have more than one card).
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