GrappleHook Modifications

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)

Would You Be Interested In Such A Mod?

Yes
6
55%
No
5
45%
 
Total votes: 11

Yahooadam
Posts: 65
Joined: Fri Aug 26, 2005 8:33 am

Post by Yahooadam »

mmm PPU i want one :p

That looks like a really good idea, Physics at the moment do suck balls, this should change it alot :)

isnt it sad that everything u put in your computer these days is more powerful then the cpu <_<
Yahooadam
Posts: 65
Joined: Fri Aug 26, 2005 8:33 am

Post by Yahooadam »

Yahooadam wrote:mmm PPU i want one :p

That looks like a really good idea, Physics at the moment do suck balls, this should change it alot :)

isnt it sad that everything u put in your computer these days is more powerful then the cpu <_<
Hmm well looking at those videos, it doesnt seem to being doing sod all for any physics improvements, but it is allowing them to have more physics done, early days yet, but they could have got some vids that show its capabilities (if those are them im soreley dissapointed)
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

I didn't see any videos... Hmm will have to look for those.

Anyway, I wouldn't expect to see too many videos of it yet. Not only is it still years from completion, but its also not a video card. The PPU isn't designed to improve the look of a game, but rather the feel, and potentially the depth and detail level of the gameplay. Also, since its not yet out, the big visionaries of the game development world haven't gotten a chance to work thier magic with it yet. Right now, about the only people that could produce demo vids of the thing are the technicians and engineers that are working on it. Just wait till the thing finds its way into the hands of artists and gamers. Then it will really shine.
Yahooadam
Posts: 65
Joined: Fri Aug 26, 2005 8:33 am

Post by Yahooadam »

umm this isnt ment to be years away

More like out by the end of the year ....

And there are vids, made by a company for them

Link
http://www.ageia.com/press/press4.html

All it seems to have done is change the amount of things changable in the turreign, but the graphics and effects of it still look total bollocks

..... it looks worse then hl2 atm

For $250-$300 i wouldnt buy one of these ......
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

I think you're still expecting it to work like a video card. This is completely different technology.

The videos are really cool, but perhaps you can only fully appreciate them with a development background. Alot of the stuff in the videos reminded me of the physics system in Black and White, but much more advanced (and apparently not as slow or buggy). The potential applications of this kind of technology are almost mind-boggling. It looks as if the PPU will probably go through what the GPU did after it was first released. At first, we'll have games designed to take full advantage of the current generation of PPU technology, which will be impressive at first but its limitations will soon become obvious, right about the time when the second generation of PPU's are released, and following that there will be a major increase in quality over a span of about 2-4 years.

Everyone is comparing the PPU to the GPU, but only because its the only thing to compare it to. I think its important to remind ourselves that this is NOT a graphics card. It will not improve the look of anything in the game, only the interactions within the world. And I also think that, due to the nature of the technology, it will become a requirement much earlier on in its development lifespan than the GPU did. Mainly this is because it stands to have major impacts on gameplay, both online and offline, and it will be impossible for someone who does not have a PPU to play on a server that does, as it would be extremely impractical to replicate physics, no matter how good the server's card is. The client PPU would need to simulate all of the physics and then coordinate it with the server's PPU in real-time. This should be manageable using a system similar to HL2DM's physics netengine, though would probably need to be quite a bit more advanced.
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