Does anyone on /g/ think VR games could benefit from implementation of physX?
I figure, since you're relatively stationery in most of these games, you could get a lot of mileage out of destructible environments and particle effects.
Any thoughts?
>>58100983
even with hardware PhysX, there's simply not enough headroom on top of VR currently.
>>58101009
What's the current bottleneck?
>>58101043
GPU capable of outputting at least 90hz on two 1080x1200 screens.
Basically like running two resource intensive games at the same time.
Now we did just get some ~cheaper~ cards that can do it this gen, ie 480, and that cost will keep going down. So I fully expect it to be possible to add physx soon, but on most rigs you would be spending a lot. Also it requires more dev time to add such a feature and VR is already more difficult to develop for.
>>58101138
Also I imagine that their next goal is to go higher res over adding other things which will continue to tax cards even more.
>>58101165
I really hope they don't go that route. We are pretty far from making an image that close up seem realistic without chewing up system resources.
>>58101138
A shame. Maybe next year
Does anyone on /g/ think VR games are for mentally retarded people?
What anime?
>>58100983
Me in the back
>>58101165
>>58101259
>not wanting Retina in your retinas
>>58101138
>Basically like running two resource intensive games at the same time.
no, thats less pixels per second than 4k 60hz. stop listening to the poorfags on /g/ who cant game in 4k.
>>58101138
>>58103864
>4k 60hz
497,664,000 pixels per second
>1080x1200 90hz x2
233,280,000 pixels per second
Literally less than half of what it takes to drive a 4k display
>>58100983
physx choke to death even nvidia cards...also all things considering devs are more likely to use havok than physx since it offers the same shit with a lower physics engine