TheGreatGrapeApe
Champion
hairycat101 :
So then, where do you think physics engines will fit into to game devolpement in the future?
Great .... in the future.
Right now they are doing what they do with new DX graphics toys, Oooh look shiny $h1t. PhysX tornados and ragdolls that are a tiny bit more realistic doesn't really impress me. Bullet drop and chain reaction kinetics are when I'll care more than what the CPU can currently emulate or estimate even if not 100% realiastic or accurate.
If we can all see that PhysX (propriatary hardware based) isn't taking off, do you think it will be a software (thus CPU driven) item in the future?
Actually I think the push towards a DX11 compute shader or OpenCL physics implementation is the way to go. Get beyond the proprietary crap and let ATi, intel, nVidia, S3/Via, etc get into the action without prejudice, that's what I want and hope for.
Sure intel's Massively-Multi-Core future may help the CPU side of things, but you have to think that the many hundred compute units in modern VPU/GPUs would be handy for stuff.
However it's still very immature, and if you were a developer would you really base your entire game development from the ground up on any option right now? I think in about 2-3 years we'll see it more integral, for now they both tend to just do the hey look at that effect over there, not the hey look at everything everywhere it's vital to the engine.
Things may change quicker or slower than I expect, but I wouldn't be making any purchaes right now unless a specific game or effect makes it worthwhile for the individual.
Heck if it was even 'shiny-physis' in Oblivion, I might have changed my strategy about purchases, but really, even Fallout3 or FC2 wouldn't be enough for me to care and worry about changing hardware of one kind or another (whether it was a different CPU, GPU or even platform).