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APEX PhysX destruction in Hawken _ (video example inside)


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Poll: APEX PhysX destruction (66 member(s) have cast votes)

Would you like to see destruction PhysX in Hawken (see post and video bellow) _

  1. Yes (52 votes [78.79%])

    Percentage of vote: 78.79%

  2. No (please explain why) (8 votes [12.12%])

    Percentage of vote: 12.12%

  3. I don't care (6 votes [9.09%])

    Percentage of vote: 9.09%

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#21 Spicynoodle

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Posted February 26 2013 - 08:15 PM

View PostM4GPUL, on February 01 2013 - 03:48 AM, said:

I voted no. It would be a great idea for all the players having a good pc. But imagine what would happen to all the players that already now are playing hawken with low graphics.

It wouldn't affect gameplay, it would just be for aesthetics. If you can't run it, don't turn it on.
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#22 Temperance

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Posted April 29 2013 - 11:15 AM

I think it's a great idea, but I also think the devs need to spend more optimizing what is already there before trying to add environmental destruction into the mix.

#23 N0stalgia

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Posted August 20 2014 - 08:25 PM

Just so you know, there are already videos online of Hawken with this tech. Just look it up.

http://www.geforce.c...estructible-map

And for the record, it DOES effect gameplay.

Edited by N0stalgia, August 20 2014 - 08:30 PM.

Call me Nos.

#24 Beefsweat

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Posted August 20 2014 - 10:36 PM

View PostN0stalgia, on August 20 2014 - 08:25 PM, said:

Just so you know, there are already videos online of Hawken with this tech. Just look it up.

http://www.geforce.c...estructible-map

And for the record, it DOES effect gameplay.

first, the thread you're replying to is over a year old. second, physx-based destruction in hawken is all but officially confirmed as dead in the water
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#25 Draigun

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Posted August 20 2014 - 11:58 PM

View PostBeefsweat, on August 20 2014 - 10:36 PM, said:

View PostN0stalgia, on August 20 2014 - 08:25 PM, said:

Just so you know, there are already videos online of Hawken with this tech. Just look it up.

http://www.geforce.c...estructible-map

And for the record, it DOES effect gameplay.

first, the thread you're replying to is over a year old. second, physx-based destruction in hawken is all but officially confirmed as dead in the water
Do you have any proof to back up your claim_
Posted Image

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The world we know is every bit of real — and a hell of a lot more pure — than this decaying mudball you're trying to save.
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#26 thirtysix

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Posted August 21 2014 - 02:53 PM

Can we do this AFTER we fix all the other fuzzy monkey stuff__
(we all know what is messed no sense in listing)

Edited by thirtysix, August 21 2014 - 02:54 PM.

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#27 Beefsweat

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Posted August 21 2014 - 04:21 PM

View PostDraigun, on August 20 2014 - 11:58 PM, said:

Do you have any proof to back up your claim_

a total lack of developer updates (there has only been one mention of the feature in a q-&-a session from october of last year) or any communication on physx updates at all (also have not been updated since early this year and that update came with no announcement whatsoever). notice how I said "all but officially confirmed"
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#28 Draigun

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Posted August 21 2014 - 08:16 PM

Right, "all but officially confirmed", except you forgot the part "dead in the water".

The "proof" you've given isn't real proof in any way. Unless you somehow show that a developer has in fact, said that destructible PhysX isn't going to be implemented, you're simply assuming. Also, there could be numerous reasons as to why they chose to not focus on PhysX updates, such as, but not limited to: not a priority on the list of things to do, technical debt accumulating to the degree where implementing it would require extensive rehauling to both backend and frontend work, and or the possibility of Meteor Entertainment's orders.

There was an early alpha access video showing destructible objects on Sahara, but if I recall correctly, they didn't implement it since hardware wasn't good enough for it during that time, or was incompatible with something.

Now is a different story; now, there could be a possibility of it being implemented.

Edited by Draigun, August 21 2014 - 08:18 PM.

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"The flesh is dying, and we're the next big thing.
The world we know is every bit of real — and a hell of a lot more pure — than this decaying mudball you're trying to save.
Ascension lies in new ideas, not dusted-off old ones."
  - Philosophy of the Virtual Adepts

#29 Malyngo

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Posted August 22 2014 - 12:46 AM

The thing with Physx: Those nVidia fuzzy bunnies decided to lock everyone else out.

#30 Beefsweat

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Posted August 22 2014 - 09:19 AM

View PostMalyngo, on August 22 2014 - 12:46 AM, said:

The thing with Physx: Those nVidia fuzzy bunnies decided to lock everyone else out.

as far as GPU-powered physx effects, sure, but that's more due to nvidia having developed their own custom tech for various clients in the special effects world and having already acquired the proprietary technology and hardware from another company. the actual physx physics engine is not a GPU-exclusive tech used in quite a lot of games (especially since it's integrated directly into UE3/UE4, Unity, Torque, Gamebryo among others, and runs efficiently on most CPU and GPU configurations) - the kicker is CUDA-accelerated physx. recently nvidia announced their FLEX unified particle-based physics solver which has potential to run on any kind of hardware setup, though its implementation probably won't be seen for at least another couple of years
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#31 DarthWar

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Posted September 04 2014 - 08:59 AM

View PostM4GPUL, on February 01 2013 - 04:36 AM, said:

View PostMajic12, on February 01 2013 - 04:26 AM, said:

View PostM4GPUL, on February 01 2013 - 04:11 AM, said:

View PostMajic12, on February 01 2013 - 03:54 AM, said:

They can simply not activate the physx stuff_

It doesn't mean anything. Not activating Physx stuff doesn't mean that the world is not destroyable.

I'm sorry, I can't follow you here.
If you deactivate the settings which make the environment destructible, won't it stop being destructible_

Answer to me. Imagine a situation where a building being destructed by a Tow causes a certain amount of damage to a mech. What the player with deactivated Physx will see_

Could there be a good way to make destructable terrain without PhysX_ Red Faction, a game released in 2001, has fully destructable terrain without much of a perfomance hit(ran on a ps2). I know that the engine is WAY different than Red Faction but maybe they could make the destruction without physx, but make it look far prettier with it on.

#32 Beefsweat

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Posted September 04 2014 - 09:30 AM

View PostDarthWar, on September 04 2014 - 08:59 AM, said:

Could there be a good way to make destructable terrain without PhysX_ Red Faction, a game released in 2001, has fully destructable terrain without much of a perfomance hit(ran on a ps2). I know that the engine is WAY different than Red Faction but maybe they could make the destruction without physx, but make it look far prettier with it on.

red faction guerilla (EDIT: not OG red faction or RF2, that used the GeoMod proprietary physics engine) utilized a heavily modified variant of havok physics for terrain deformation and destruction. it's possible that havok could be used for such applications in the future, but havok exclusively calculates on CPUs, not GPUs, and is a notorious memory hog when there's lots of rigid-body simulation going on as well as interacting on-the-fly with other character models (until lots of money and man-hours are spent properly optimizing or modifying the engines for your game). syncing that destruction up across a networked game with other players so they all see the same simulation is also an immense challenge and something that havok is not capable of. physx authoring tools are built right into unreal engine/UDK so it doesn't make much sense, especially for a very small dev team, to spend lots of time and money on another proprietary system they will have to setup and learn when a flexible CPU and GPU-driven physics engine with plenty of support is already right there in front of them

Edited by Beefsweat, September 04 2014 - 09:44 AM.

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#33 DarthWar

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Posted September 04 2014 - 09:40 AM

View PostBeefsweat, on September 04 2014 - 09:30 AM, said:

View PostDarthWar, on September 04 2014 - 08:59 AM, said:

Could there be a good way to make destructable terrain without PhysX_ Red Faction, a game released in 2001, has fully destructable terrain without much of a perfomance hit(ran on a ps2). I know that the engine is WAY different than Red Faction but maybe they could make the destruction without physx, but make it look far prettier with it on.

red faction utilized a heavily modified variant of havok physics for terrain deformation and destruction. it's possible that havok could be used for such applications in the future, but havok exclusively calculates on CPUs, not GPUs, and is a notorious memory hog when there's lots of rigid-body simulation going on as well as interacting on-the-fly with other character models (until lots of money and man-hours are spent properly optimizing or modifying the engines for your game). syncing that destruction up across a networked game with other players so they all see the same simulation is also an immense challenge and something that havok is not capable of. physx authoring tools are built right into unreal engine/UDK so it doesn't make much sense, especially for a very small dev team, to spend lots of time and money on another proprietary system they will have to setup and learn when a flexible CPU and GPU-driven physics engine with plenty of support is already right there in front of them

Very cool info. Thanks for the read.




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