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View Full Version : Physx and skills



1969amx
09-11-2009, 02:17 AM
You guys planning on utilizing PhysX eventually? How bout skills? Imagine if you will say you have a skill of 50 in head porting so you could take a set of small chevy heads and apply your porting skills to it and improve the flow of the head 50% or another player has skills in spring design so you swap him a set of ported small chevy heads for 800# coil springs. You see where I'm going with this? This could also be a revenue stream in game ie Jeff's heads or Bill's Custom Spring's. How bout enhancements for parts? titanium valve enhancements or shaft rockers . you could get random enhancement drops in game that you can use,sell or give to others.:>

1969amx
09-11-2009, 02:20 AM
I want engine design skill. Anybody up for a hemi-headed dual overhead cam V-12 based on a small block chevy. MMMMMMMM V-12 MMMMMMMM

KEN
09-11-2009, 02:44 AM
You guys planning on utilizing PhysX eventually?

It will support PhysX from day 1. That is the physics engine we are using.

gcountach
09-11-2009, 09:54 AM
It will support PhysX from day 1. That is the physics engine we are using.

... *ponders* ...

So what about those who don't have an Aegia card or an 8800GTX+?

KEN
09-11-2009, 12:49 PM
... *ponders* ...

So what about those who don't have an Aegia card or an 8800GTX+?

Then the physics will be rendered CPU side instead of PPU side. I am running twin ATI cards with out the physX card, everything is running just fine on the physics simulation end.

1969amx
09-11-2009, 02:11 PM
And if you run 2 Nvidia cards you can designate 1 card to specifically handle PhysX rather than SLI. Kinda of a moot point for me as I'm building a tri-sli machine *big S*** eating grin*
:D

Thrust
09-11-2009, 03:12 PM
I admit I didn't know you were using physx, I should have known from the you tube demo. I have a question about the physx api that I havnt figured out. how do I get the physx position info back from the api engine. I was attempting to use position and direction of motion to apply an auto targeting system. the last time I worked with the api was before nvidia bought them out. I saw that puting material into the engine and getting back rendering info was doable. that is the only hurdle I had to making Physx work, my software physics were kind of fast but took too long to write. I don't expect you to have time to answer, so don't worry about this, maybe nvidia might have time to answer. ageia did not email me back 3 years ago.

KEN
09-11-2009, 08:52 PM
I admit I didn't know you were using physx, I should have known from the you tube demo. I have a question about the physx api that I havnt figured out. how do I get the physx position info back from the api engine. I was attempting to use position and direction of motion to apply an auto targeting system. the last time I worked with the api was before nvidia bought them out. I saw that puting material into the engine and getting back rendering info was doable. that is the only hurdle I had to making Physx work, my software physics were kind of fast but took too long to write. I don't expect you to have time to answer, so don't worry about this, maybe nvidia might have time to answer. ageia did not email me back 3 years ago.

I'm not the programmer so I can't answer that for you, perhaps if Paul has time he could talk to you about it, but I know he's pretty busy these days. The you tube videos are obsolete (I actually removed them a few weeks ago because we have new ones to show you guys soon) and those were actually ODE physics.

On another topic if you guys are worried about physics and you have a free pci slot, or a pci-e slot, you can pick up a 256mb physx card for about 40-50 bucks. I have a quadcore cpu so I'm not concerned about it right now or I would have gotten one already.

gcountach
09-12-2009, 08:12 AM
I assume there is some way to turn down the physics accuracy for those on the lower end of the requirement though, right?

Wraith
09-12-2009, 04:59 PM
The physx api works fine on CPUs. It's only with massive amount of particles being acted on that the card is "required". I don't know that the game is going toward that end, but i would imagine that it is optional, since whatever servers will need to be able to process this data efficiently both cpu and bandwidth wise. So i'd be surprised to hear it isn't possible to "turn it down".

Go
09-13-2009, 07:05 AM
I like the idea of skills - I think that having a skill for each part would be pretty dificult - I think they'd have to do something more basic - like driving skill levels, and mechanic skill levels. The higher your mech/driving level the better quality parts you can make and use.... So for example, a lvl 3 driver would find it easier to drive cars with lvl 1-3 parts in it. And a lvl 3 mechanic would have a better % of making higher quality lvl 1-3 parts... I dont know just a thought, but I think the main focuss of MWO will be racing/building/merching - although "levels/skills" would be a interesting concept to throw in the mix..

MichaelC4
09-19-2009, 10:52 PM
That is good to hear about Physx in the game. Some people don't care about Physx, but I think it adds alot of realism to a game.
I'm running a pair of 8800GT's in SLI (this is my 3rd SLI rig, I built it back in '07), so I guess I'm ready for it.

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