What's up with particle physics?
Now remember though, particle affects is not the Ageia thing. That's the setting near the top of your advanced settings (Aegia FX (TM) blah-blah.)
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The option I'm referring to is "Particle Physics Quality" which I have currently set to "Very Hight (Not Recommended Without PPU). It just so happens that aside from the Ageia card and a few other exotic software bits that I ran across when researching Ageia PhysX, there really aren't any notable PPUs out there in general circulation, at least none that I've ever heard of.
Just sounds like the lowered the limit of debris left over on powers that leave things behind (like bullet casing for guns.) Probably is a performance issue change. Which means it may not go back.
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My point is, unless the game somehow entirely lost support for physics - which I doubt - there's no reason to pretty much take them out of the game. I realise the same happened to 3D sound on Sound Blaster cards (I used to be able to run it on mine, now I can't), but that had something to do with loss of support for it when switching... Something. I sincerely hope we haven't lost the physics engine that more or less constituted half of CoV's selling point.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I sincerely hope we haven't lost the physics engine that more or less constituted half of CoV's selling point.
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The fact that their "gravitational constant" problem wasn't instantly reverted says a lot.
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I don't know if we lost it, but I suspect the current dev team does not include any of the people that originally created it, which makes it problematic to maintain or extend.
The fact that their "gravitational constant" problem wasn't instantly reverted says a lot. |
That's just inference from observation, of course. I hope that they kept the phone numbers for the guys who programmed City of Heroes' physics, because this really, REALLY needs to get fixed. It's made the game look much older than it needs to be. Especially since I know how much better it was before this "upgrade."
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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After noticing this thread, I decided to hop in-game with my Dual Pistols blaster...
And most of my casings are, in fact, vanishing. They are correctly going up then down when ejected, but the problem is they're mostly not STOPPING. They fall through the floor, with maybe one out of several dozen actually stopping on the floor. To fall out of view again later.
That is pretty damn weird.. And unfortunate. I don't remember when this might have changed either, because I remember standing in huge piles of casings.
Ragdoll is calculated server-side so that everyone sees the enemies in the same place, so drivers or hardware on people's computers shouldn't affect that.
That said, they *did* upgrade their PhysX library to a much newer version, presumably one that is capable of using compatible NVidia cards to do the calculations for the client-side effects like shell casings, rocks, leaves, etc. The old version they used to use always did it in software on the CPU, even if you had a GPU capable of offloading it -- it predated the buyout and only worked with standalone PhysX cards.
It appears that something is different in this new version that makes their interface not work right, and so everything that uses those libraries is acting... strange.
I don't see this being fixed in a hot-patch, but we should be looking at I22 some time soon, so my hopes are that THAT will fix the problem. It's a pretty big hole in the engine, sort of the elephant in the room, so it's a pretty big thing to leave broken for too long.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I don't know if we lost it, but I suspect the current dev team does not include any of the people that originally created it, which makes it problematic to maintain or extend.
The fact that their "gravitational constant" problem wasn't instantly reverted says a lot. |
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I don't know if we lost it, but I suspect the current dev team does not include any of the people that originally created it, which makes it problematic to maintain or extend.
The fact that their "gravitational constant" problem wasn't instantly reverted says a lot. |
Thought for the day:
"Hope is the first step on the road to disappointment."
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My favorite SNAGdoll physics experiment so far has been blasting Arachnoids (which you see in SSA 3) into walls where they "stick" and hang like they've been velcroed there.
Some of the worst possible Ragdoll physics that is instantly recognizable and repeatable is the Heroside SSA 4, Mission 1 conclusion ... where Malaise "poofs" himself and crumples in a heap right before Sister Psyche whimpers that he's in her mind, and faceplants. Malaise just collapses exactly the way you'd expect a marionette with cut strings to slump down in a heap (without regard for joints or contortion limits). Watching his head do a 180 (or better yet, a 360!) turn on the ground with his legs folded up under him in anatomically impossible ways just goes to show how badly borked the ragdoll physics are in the current live release.