Will there ever be realistic water physics? (PhysX video)
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
This game would be amazing if the rooms/cyclops filled up with water in a realistic manner like at 1:04 in this video:
Imagine a leak springing in your base looking like this. In the graphics settings you could choose 'low' water effects which would use the current implementation, but if you had a card that supported PhysX, you could select high which would use real fluid dynamics.
Imagine a leak springing in your base looking like this. In the graphics settings you could choose 'low' water effects which would use the current implementation, but if you had a card that supported PhysX, you could select high which would use real fluid dynamics.
Comments
And not just for interiors. Have big creatures splash and make waves when they breach the water, make the aurora explosion send out a tidal wave, etc.
Yeah, I know, it's not as cool and immersive and stuff as real water physics, but I've always been the type to think more about optimization than the max limits. I'd prefer a game running well and looking good on all computers compared to looking amazing and running well on some and looking decent and running better than bad on others. I'm a big fan of Warframe, for instance. And I can get that balance of looking and running good on my laptop. But Warframe doesn't have as much water as Subnautica, not to mention Subnautica is 'seamless'.
You could have lots of interesting game play around this. The water floods into your base much faster/stronger when its in deep water (visually sprays harder). So if you hear the alarms going off at around 1000m in your cyclops, you best be rushing to fix it quickly.
That would probably be more than enough. PhysX has its own chip on the GPU so it shouldn't impact performance too incredibly much depending on how its implemented in the game.
From the video: "The demo was running in real-time on a single GTX 580."
But they would have to make sure that fluid options can be tweaked even when set to high. (Like how much 'particles' are used in the fluid per x space to show said fluid.)
That way you can set it on a number depending on your hardware. (As in, if you know what to tweak you can)
And not start with a to high number by default.
What I'd like is for the ocean to have currents and movements (perhaps with a plus indicator for such?), stuff that would even effect the sea-bases if you place them in a wrong place. Seas have all sorts of currents (even underwater waterfalls, yes there is such a thing). Would work well with the designer's sculpture-approached worldbuilding.
I'd love to see tide based doomsday whirlpool somewhere, which could strike anywhere