The question I have is this:
Is Physx actually just a pretty video effect or can it actually effect (and therefore unbalance) the gameplay itself in a multiplayer environment?
e.g. imagine you're playing a multiplayer FPS with only half the people having physx.
Physx players could kill each other with a physx-only side-effect such as with flying shrapnel from shooting something nearby. Non-physx could try exactly the same thing but software-only physiscs would have less shrapnel with a different flight path and it would just be eye-candy with no damaging behaviour. So now there's an unfair difference in actual gameplay depending if you have a physx or not.
So in order for multiplayer games to be fair, developers will have to consider players with the lowest spec machines so they'll purposely disable physx for everyone else. Now you've just paid $350 for purposely-disabled hardware.
Exactly. I'm so glad somebody pointed this out. Yet another difficulty in adding physics to your games. This
could be dealt with by having "Advanced Physics" servers and games which required the settings to be at a particular level, but it would divide gamers somewhat. Unlike graphics, you can't just decrease the number of particles and expect everyone to have the same experience.
Overall I support the addition of advanced physics. I don't expect it to be added quickly, as most standards aren't. It won't be terribly different from choosing to use SLI or Crossfire, you throw in another card for a few hundred bucks and you can get additional goodies with your game... just, better physics rather than a better resolution.
I'm a bit disappointed at the reaction a lot of people here are having, you would've thought a hardware enthusiast site would see the usefulness of adding in new tech. We're not talking about adding a little cloth tearing to a game, that's just one feature. Imagine if you were in a bunker that was being hit by tank fire or grenades, not enough to destroy it but enough to give it a good shaking. Bricks and objects fall from walls with the shaking, no pre-scripted crap. Or maybe you're attacking a building and you take out some structural support, causing it to collapse realistically and completely change the battlefield. What about an explosion that causes pieces of shrapnel and pebbles to fly out like bullets? You can't just "get out of range" of an explosion, as it could send projectiles out at lethal speeds for a good distance. What about shooting real bullet holes through objects, not painting on decals unless the object is glass (in which case it shatters completely)?
Anyone who's ever played an FPS where you need to make a jump that's JUST higher than your character can muster has probably said to themself, "put down the damn gun and grab onto the ledge". You're frustrated at the game's limitations in one form or another and it detracts from the believability. Maybe 10 years from now we'll look back at modern games and try to play them, only to say "WHAT? I put a grenade next to that wooden door, why is it still intact?"
One thing that people haven't really brought up (maybe because it's completely not true) is that I would think adding very realistic physics would make game design easier, provided that a toolkit was there with pre-made materials and physics laws. If you can tell the game that a wall is made of bricks, or a table is made of a particular type of wood, or that a chair is made of sheet metal, you instantly have all the game needs to know about that item. Provided the 3D model is accurate, it should be able to calculate the mass of the object, coefficient of friction to use in calculations with it, whether the object is shattered, cracked, broken, splintered, punched through, scratched, burned, or completely unharmed when something (a bullet, piece of shrapnel, character's fist, napalm) comes into contact with it... it might even be possible to have the game come up with a texture, and sound effects when two objects of pre-programmed materials interact. All the interactivity of the objects could be figured out in real time, so long as the game knew the 3D layout and materials used for objects...
Right now I'm not willing to put another card in my computer, partly because I'm waiting to see how the Physics battle turns out or at least how it progresses, and because there's minimal game support. However I won't be so foolish as to say "lol who needs more complex physics? thats so useless im gonna spend my $$$ on a second graphics card b/c thats much more awesomer".
As for people saying that CPUs and GPUs could be used to do physics, that's already done now, and as you can see the effects are generally not very great. I hate shooting objects and leaving a decal on them instead of breaking or shattering them. Now, depending on how the multi-core processors work out and how software ends up taking advantage of them, it might be harder to push dedicated hardware physics... but as someone said, because the hardware is dedicated to doing specific things, you'd expect to be able to get better performance per dollar.
I would be very exited if I saw real word physics in games, but I'm just not exited by what I see in these tech demos.
So the question remains. Is this because physx is not powerful enough to make games more exiting or is it just bad programming. One would expect a tech demo to show the best that the hardware can perform.