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Old 03-10-2005, 07:13 AM   #1
Knightscape
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Join Date: October 4, 2001
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This should definitely make for some more realisitic game play.


http://biz.yahoo.com/prnews/050308/sftu104_1.html

http://www.bradenton.com/mld/bradent...y/11071204.htm
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Old 03-10-2005, 07:20 AM   #2
Hivetyrant
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lol, I was just about to post this [img]tongue.gif[/img]
I cant wait, if it does what they say, it will have a major impact...
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Old 03-10-2005, 07:35 AM   #3
Jorath Calar
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Is it just me or is this a bad idea... I mean I guess most people play games to get away from real life (except people who play Sims, who just need a real life), so increasing the realism in games would just make it a chore to play them... just like the life the players are trying to escape... [img]smile.gif[/img]


Just kidding... it sounds absolutly awesome... [img]smile.gif[/img]
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Old 03-10-2005, 12:45 PM   #4
Ilander
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What I want to know is whether the physics parameters of games are all to be standardized or whether there will be SOME software interaction to determine these things...

After all, jumping SHOULD be very different amongst different games. I can't even imagine how lame Mario would be if the jump was realistic, or if the fall rate was the same as in real life.
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Old 03-10-2005, 12:59 PM   #5
Q'alooaith
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Ilander, does mario look the same as say half life when run with the same GPU?

Does AI react the same way when run on the same CPU?


It's basicaly the same thing as a grafics card but instead of crunching numbers for grafics it'll be crunching numbers for physics..


I can see a bright future for gaming. *Dreams of fully interactive gaming worlds*
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Old 03-10-2005, 01:00 PM   #6
shamrock_uk
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Also consider that many gamers get annoyed at real physics. The default walking speed in Morrowind is probably about right - but how many of us are guilty of jumping around like a jack-in-the-box?

And imagine how rubbish games like GTA would be with real physics! Hit a lampost and die...!

[ 03-10-2005, 01:02 PM: Message edited by: shamrock_uk ]
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Old 03-10-2005, 01:07 PM   #7
Q'alooaith
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Shamrock, hit a lampost without your seatbelt on and yea, smash through the windscreen and become a bloody stain on the pavment..

But don't think of realistic physics as realistic damage, they are two sepperate enttiys..

So imagine hitting a lampost and rather than your car blowing up the front crumpling and the wheels flying off..

Imagine then that the lampost is under the same physics, and so you hit it and it buckles and bends..


You can have good Physics and still have cartoony damages.
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Old 03-10-2005, 02:45 PM   #8
Ilander
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Quote:
Originally posted by Q'alooaith:
Ilander, does mario look the same as say half life when run with the same GPU?

Does AI react the same way when run on the same CPU?


It's basicaly the same thing as a grafics card but instead of crunching numbers for grafics it'll be crunching numbers for physics..


I can see a bright future for gaming. *Dreams of fully interactive gaming worlds*
Nice point, Q. Like I said, it'd be a shame to standardize fall rates as 9.81 meters per second squared, or having a standardized set of elasiticity constants for certain materials...or allowing swords to break in a game that really doesn't need that option.

How soon before consoles incorporate these PPU's? Any guesses?
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Old 03-10-2005, 02:58 PM   #9
Hivetyrant
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Yes, but this is only a processor, not software, so wether or not a sword breaks in the game is up to the game developers, and im sure they will have to suport people without this things, so most games will have both Physics realism and non-physics realism.
I guess [img]tongue.gif[/img]
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Old 03-10-2005, 03:12 PM   #10
Q'alooaith
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They used to say the same thing for 3D acellerators, now look at todays games..

Probably see hybrid games for a while, but FPS's will take to this, so most likey will RPG's..


Hybrid games will just carry on doing software physics, so you run into a chair and it falls over, with a PPU it falls over , but in a more belivable way..
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