• #3654
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    By: HisKillSkill x Show Full Post
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    why dont we still have videogames with real smoke physics? they should have implemented that shit in BF3 !
    Feb 21, 2011 12:52pm PST
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    why dont we still have videogames with real smoke physics? they should have implemented that shit in BF3 ... : HisKillSkill

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      probably can be done, but it is worth the processing cost over other areas? : watcherxpThis person is cool!
      • yes because it would look so fucking badass to see the smoke reacting to whatever comes in ! : HisKillSkill
    • ArmA2 has a pretty bad ass Smoke MOD which looks realistic. I don't have the link handy but I'm sure mor... : tboomer2
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      BFBC2 smoke in 40mm grenades is actually pretty useful for assaulting camped positions on some of the mor... : jimmy-buffettThis person is cool!
      • I'm surprised at how few people use it in BLOPS when playing Headquarters. Some of the HQ locations are ... : riptydeThis person is cool!
      • that has absolutely nothing to do with pysics, the smoke is still static, running through it wont "move" ... : HisKillSkill
    • http://nzone.nvidia.com/object/nzone_boxofsmoke_downloads.html : Crabs Jarrard
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      Probably need a PhysX card for that : riptydeThis person is cool!
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        physx was such a big fucking joke, just like sound card equipped with EAX, just look (or rather listen) w... : HisKillSkill
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          Well that's because EAX became a thing of the past with DX10 / DX11 iirc. Hence why creative nixed a lot... : dedgecko
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            i dont care, dice showed how fucking useless it was and could be done in engine without any extra hardwar... : HisKillSkill
            • It sure was neat in HL1 and Thief, though. : Marrbe
            • ...I don't think you understand the technological advances both in hardware / software since the late 90'... : dedgecko
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          EAX was never about surround sound or anything more than a fancy term for reverb or something dumb like t... : Sailor of Fortune
          • who talked about surround sound? i know what EAX did and bc1/2 do the same without it. : HisKillSkill
      • Yup Batman: AA had smoke physics when using PhysX cards. ---- http://www.youtube.com/watch?v=luSAnouAFJs&... : ShadowdaneThis person is cool!
    • yeah that shit would be bad ass and would be sweet if the map has a changing wind direction too so you go... : moe6This person is cool!
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      Too expensive. : Fred GarvinThis person is cool!
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        its that much taxing ? :( : HisKillSkill
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          I remember when Counter-Strike smoke used to kill my FPS back in the day. : sanchezThis person is cool!
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            but that had nothing to do with physics : HisKillSkill
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              oh you mean like people pushing smoke around as they walk through it? : sanchezThis person is cool!
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                yes : HisKillSkill
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                  Wouldn't that 0wn? : CrustaRThis person is cool!
                  • yes, i even started a thread about it ! : HisKillSkill
        • Yeah, particles and volumetric effects can be very intensive. : Fred GarvinThis person is cool!
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          Fluidic simulation, which is basically what realistic smoke is, is extremely taxing. That's why you basi... : ArcanumThis person is cool!
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            that makes sense since smoke is flying water ! : HisKillSkill
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              what : HoaxThis person is cool!
              • Deep Purple, man. : silent prophet
            • In fluid dynamics, you use the same formulas for a liquid and a gas like air, i.e. smoke, albiet with dif... : nickjollyThis person is cool!
          • ^^^ this. : byorn
        • Yeah. :( To get smoke that reacts to game objects you (more or less) need to run a fluid simulation on to... : mn3m0n1cThis person is cool!
    • Batman did a great job with volumetric fog when enabling physx. : ajvitaly
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      Batman AA has this with PhysX : Sailor of Fortune
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        just watched a youtube video of it and it looks kinda crappy.. : HisKillSkill
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          BAM!! That's why it's not in games. : dedgecko
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            that batman fake smoke physics looks crappy, but a real thing like the nvidia demo would so fucking owns ... : HisKillSkill
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              Yah but those are rendering pretty much nothing but just the smoke or water physics and run slow as crap. : ShadowdaneThis person is cool!
              • BUT WHAT ABOUT SANDY BRIDGE : HisKillSkill
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              But it's entirely unnecessary in games at this time except for a slight increase in visual appeal. Until... : dedgecko
              • More likely you'd see other fluids an important part of gameplay with fog and smoke effects a bonus. I... : ArcanumThis person is cool!
        • They looked pretty good in STALKER... : Rotten DeaditeThis person is cool!
        • I think you need to readjust your expectations. We are going to be generally stuck with console like grap... : ajvitaly
    • i need realistic bonghits!!! : ass-street
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      It should be present, but scalable. What's the difference between 3D smoke and fog? : Xin Jing Client 1a
      • Fog is usually just basic: a pixel or polygon that is farther away should be more foggy. It doesn't react : rickThis person is cool!
      • fog is super super faked (distance from camera = amount of fog) and has been around forever. Real smoke ... : Agrona
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      Because it's a computationally hard problem. Showing smoke that interacts with characters is very hard th... : daVinci1980
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        could you sort of "fake it" by approximating the size of the player character as he moves through the smo... : EvilDolemiteThis person is cool!
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          Oh sure, that's what we do now--simplify the geometry we're colliding with. Usually a biped becomes a col... : daVinci1980
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            Didn't Doom3 use collision detection that wasn't simplified to a bounding model? Or maybe it was, just no... : rickThis person is cool!
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              I think Doom 3 basically did simplified geometry (several bounding boxes, probably 9--4 for legs, 2 for a... : daVinci1980
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                I could have sworen doom 3 had per pixel hit detection. : lcizzle
                • sworn* : lcizzle
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                  Oh, it was probably actually per-polygon. What you do is a tiered approach. You first decide if the sh... : daVinci1980
                  • Pretty sure it did something like that, but only in single player. Multiplayer was right back to large bo... : RaptorII
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                    Slightly related: I always wondered how games figure out collision between, say some particle, and some p... : rickThis person is cool!
                    • Anyone know? Was I coherent enough? Sometimes I'm not. : rickThis person is cool!
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      Recently I saw some smoke coming out of big ole smokestacks against blue sky and it really looked like a ... : Chipwarrior
      • glitch in the matrix : OrkOThis person is cool!
    • Mirrors Edge with physx enabled did this as well. : Tech T
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      Metro2033 would like a word! : etherboy
      • ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ : Milleh
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      Carmack had working volumetric fog/smoke in Quake 3 but took it out because he said it was too taxing. : Godhatesfatpeople
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        Um Q3 had an entire level covered in fog... Q3Tourney5 - http://www.tuco.de/home/mk/quake3/q3tourney5.jp... : ShadowdaneThis person is cool!
        • That's not the volumetric smoke I'm talking about. You walk into it and your body actually effects the fo... : Godhatesfatpeople
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      I recall a GameDev article about Hellgate: London having limited amounts of realtime smoke coming from gr... : Agrona
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        Probably just big particles like every other game. : zehh
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          Haven't gotten through this deck but it looks legit enough: http://developer.download.nvidia.com/presenta... : Agrona
          • It does. Amazing : zehh
        • No they did it for real. Not worth it though. : Tchest
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      someone showed a video of this just a few weeks ago. two players blowing smoke at each other... : radulaThis person is cool!
      • found it. nvidia demo: http://www.youtube.com/watch?v=ZwoJ-upjeKo : radulaThis person is cool!
    • It's not hard to put physics on a particle effect's movement. I guess the main reason you don't see it is... : thebigbeefsandwich
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      Before Unreal 3 came out there were videos showing the rocket trails being volumetric. : scottythejock
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        there was an unreal 3? : EvilDolemiteThis person is cool!
        • UT3 : scottythejock
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        Can't for the life of me find the video now, anyone else remember this? : scottythejock
        • Yeah I remember that. I think the smoke from the redeemer was supposed to be volumetric. Oh I almost thin... : AgentPotheadThis person is cool!
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        i thought that was in Unreal 2 : KorbanThis person is cool!
        • Unreal 2 multiplayer had some nifty smoke : megarust32This person is cool!
    • That shit's hard to do son! An accelerated dynamic voxel data structure could do it. I believe Intel show... : locater16This person is cool!
    • Wait... what about Bill's cigar in L4D! : excessusThis person is cool!
    • What was that effect that Doom3 used for the flashlight, the water drops in the beam? : Xin Jing Client 1a