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New Water effects engine from NV

Discussion in 'NVIDIA' started by the54thvoid, Apr 26, 2013.

  1. the54thvoid

    the54thvoid

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  2. james888

    james888

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    Reminds me of that infinite detail thing that never happened. Im curious if and how well this runs on amd hardware.
     
    Crunching for Team TPU
  3. the54thvoid

    the54thvoid

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    I intentionally didn't use the expletive word 'physx' but it was folk from that team that helped work on it. It'd be nice if it was coded in such a way to be open. But we all know how proprietary NV like to be.
     
  4. RCoon

    RCoon Gaming Moderator Staff Member

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    Another dubious move by nvidia, its bound to be NV only, the sad part is this is a genuinely awesome looking improvement for water physics. I could always hack in my spare 275 to run Physx with AMD, but it requires far too much effort...
    Good work though!
     
  5. qubit

    qubit Overclocked quantum bit

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    That was a scam, while this is the real thing. Looks pretty cool, too.
     
  6. RejZoR

    RejZoR

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    Crysis 1 had spectacular water effects. Absolutely amazing waves, stunning god rays below water surface with wave shadows on the ground, DOF, blurring, distortions and everything.
    If all games had such water, there would be no need to have anything else to be honest. Unless you're making a sailing simulation in which case you might invest more time into making even better water...
     
  7. Bjorn_Of_Iceland

    Bjorn_Of_Iceland

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    It would definitely benefit games / application that utilize water as its main mechanic. But it can also add immersion to in game aesthetics for those that do not.. The same way lens flare, foliage collision, destructable trees, etc.. people didn't need those nor was it integral to gameplay.. even eats up framerates and resources.. but it made everything look cooler :D
     
  8. ste2425

    ste2425

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    Any one else see random drops get launched in the air then have no effect on the water when they land?
    But it does look very good.
     
  9. Pinscher

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    I believe the big thing was the use of the algorithm and the fact that the waves won’t use much more GPU power to process
     

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