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What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular
by arketyp 4y ago
What are some games that have impressive physics nowadays? I remember being very impressed with Half-Life 2 back in the day, seemed like a leap. All spectacular looking games with crude physics nowadays remind me of those hi-res ports of old console titles, in an ajar way.
- evnix 4y agoapart from games going from 2k to 4k to 8k, there hasn't been any noticeable improvement in realism in the past 10 years. ray tracing if enabled looks nice but that's pretty much the height of it, characters look just as janky as they did 10 years ago. I feel the primary reason are the consoles, game devs can't push the boundaries as most consoles are around 5-6 years behind gaming PCs.
- retSava 4y agoHave you played The Last of Us part 2? The amount of details all over the world, smooth animations that blend midway into another, etc, really is a step forward imo.
- dagmx 4y agoI think your comment is wrong and perhaps speaks to your own visual senses than any factual effect. There’s been so many advancements in the last ten years outside of raytracing. Better character motion, better character AI, spatial audio, audio materials, speech matching just off the top of my head. Every single thing about games has gotten noticeably better for realism. One only needs to watch a Digital Foundry video or a GDC talk to see the big uplifts. 10 years is a long time too and spans all the way back to the PlayStation 3 and Xbox 360 era. So your comment is nonsensical at best
- jokethrowaway 4y agocharacter motion being the same old animations, just done/interpolated better the only advancement I know of which got close to be implemented in games is https://github.com/sebastianstarke/AI4Animation https://github.com/sebastianstarke/AI4Animation (I think Sebastian worked with EA or some other big company at some point) - still haven't played anything using this though
- Arelius 4y agoWhat a surface level take. Firstly, we’ve been doing the “same old animations” for a very long time, and in most areas of content. Secondly, they aren’t they same old animations, technologies to produce them are becoming higher precision, more efficient, and better in many ways. Continuing on, the amount of work being poured into dynamic animation, IK, and the like is significant. Various locomotion systems, including AI4Animation that you linked are becoming significant contributions. Though crazy you single that out as an exception, because it is also using the “same old animations” just a large unstructured set of them. But this work is a direct continuation of motion matching, which also works on large datasets of unstructured animations, and *has* shipped in quite a few titles, and is a very significant jump in how animation is done today. And that’s just animation. https://www.gdcvault.com/play/1023280/Motion-Matching-and-The-Road https://www.gdcvault.com/play/1023280/Motion-Matching-and-Th...
- dagmx 4y agoYour opinion here is highly ignorant. There’s been tons of advancements on higher fidelity motion, better interaction , pose blending, constraint targeting, secondary motion, pose based deformation etc..
- zokier 4y ago10 years is two console generations ago, 2012 was still ps3/xb360 era. If you don't notice any difference, then that is more explained by your lack of paying attention than lack of improvement.
- Corazoor 4y agoCyberpunk 2077 at least pushed the rendering part of the engine into next-gen territory: Volumetric lightning and fog almost everywhere, environment reflection on even the smallest water surface and monochromatic light actually turns many surfaces into mirrors. All that in an outdoors setting with a ton of assets and an almost impracticle amount of verticality (no naturally empty half of the Screen). Before that release, most game devs would have told you that this is still impossible on todays hardware. But that engine also shows that you are not wrong with your remark about consoles holding progress back: The game barely ran on the ps4, and even on the ps5 you won't get stellar framerates... You need a really nice PC to run the thing smoothely...
- trentnelson 4y agoIt runs really, really smoothly on my Xbox Series X. I'd arguably say even smoother than my OC'd 10900K + RTX 3090 PC.
- MichaelCollins 4y agoThe pursuit of realism hit diminishing returns years ago; the manpower needed to make a game hyper-realistic isn't justified by the number of additional sales it will produce. Instead of becoming more realistic, most games have instead focused on having more bright neon particles swirling around on screen. That's much cheaper and much more effective than chasing further realism. This will likely change in the near future as the industry invents ways to replace human modelers, texture artists, etc, with automated "AI" tools.
- georgeecollins 4y agoYou are right, but I think it goes back and forth. I can recall seeing a game I was working on (Homefront 2?) where it looked surprisingly photo real - at least as a prototype. But the physics took you out of the illusion as soon as anything moved. Nowadays I see developers doing amazing things with shaders, like you said. And stylized models are easier to make, but also less in the uncanny valley. Realism can be cheaper when you don't care about optimizing, or AI can optimize for you. When you can scan in objects and it is workable in a game engine that's cheaper than designing them. We're there with mo-cap vs character animation.
- pastrami_panda 4y agoIt's not quite as easy as slapping on a good physics engine and call it a day. A good integration with a decent physics engine feels better in-game than a superb physics engine with a bad integration. When programming physics there's many ways of getting the desired behavior from the physics system, and as with all problem solving some solutions are better/more stable than others.
- arketyp 4y agoI don't doubt there are compromises being made. I guess I'm just a bit surprised that immersion via realistic physics isn't in higher (and competing) demand. It also seems to me there could be a lot of interesting gameplay mechanics to explore there.
- Jensson 4y agoThere just isn't enough talent to make those games. People who are both good at programming and physics are very rare, and without them you are unlikely to produce programs that can use the physics system in reliable enough ways.
- jmiskovic 4y agoThe Noita game features huge 2D levels where gasses and liquids interact with magic spells. Teardown has completely destructible voxel levels. BeamNG driving simulation implements soft bodies, various experiments with its physics are popular on youtube. I don't think any of these use PhysX.
- Pulcinella 4y agoMy only problem with Noita is that the back half of the game basically disregards most of the physics and chemistry systems. It’s more based around exploiting the build-a-wand system so you can e.g. generate infinite black hole chainsaw spells that let you blast through rock at a million miles an hour. It is the only game I am aware of that I would say has a true “chemistry engine” along side its physics engine. (Though props to designers of Zelda BotW for giving objects internal properties besides just velocity & mass that facilitate reactions and interactions. Falling sand games that Noita takes a lot of inspiration also often have “chemistry” interactions but generally don’t incorporate physics bodies and are more of a simulation toy box than a game).
- dmitriid 4y agoIt's the great unanswered question: what works in game design? It turns out wand building and extensive end-game/meta progression is far more engaging than most other things. IIRC there was more chemistry early on (I think there was/still is cooking?) and more rogue-like elements like satiation, but wand-building combined with the world physics turned out to be such immense fun, that it eclipsed everything else.
- abudabi123 4y agoA Kerbal Space Program with an on ramp to the world's observatory catalogs and focus on learning instruments and physics, theoretical and applied, would be awesome from Nvidia. https://en.wikipedia.org/wiki/H-alpha https://en.wikipedia.org/wiki/H-alpha
- gowings97 4y agoThe reason is money - it costs money (artists) to make destructible objects and art down for every conceivable way it can be broken/destroyed/manipulated. I hope/pray for a Battlefield 7 game that actually takes this seriously, but EA has run Battlefield into the ground.
- 91edec 4y agoSome ex-Dice guys are at Embark Studios and their next game seems to be bringing back destructible environments. Trailer: https://www.youtube.com/watch?v=YYYiP2cKHKs https://www.youtube.com/watch?v=YYYiP2cKHKs https://www.embark-studios.com/ https://www.embark-studios.com/
- nullify88 4y agoBad Company 2 came close to this and for me was probably the most fun and thrilling Battlefield game ever.
- wingerlang 4y agoMaybe Teardown would be interesting for you.
- arketyp 4y agoI followed that project and it's part of the reason I'm asking. If one guy can achieve that...
- rouxz 4y agoBoneworks has very impressive physics and interactons, it is even advertised as "Experimental Physics VR Adventure."
- brundolf 4y agoDesigners figured out that it's hard to make physics-based gameplay that's fun and interesting and doesn't break the game in various ways. Physics-driven games in the HL2 style are then almost their own genre - it has to be a conscious design choice - so most games don't try to make complex physics core to gameplay, they just use it as window-dressing. There's a lot of impressive window-dressing these days! But I don't think that's what you're talking about Zelda Breath of the Wild is a recent example where the designers went all-in on physics-based gameplay and did an amazingly impressive job with it. But the hard part wasn't the technology, it was everything else.
- georgeecollins 4y agoAlso realistic physics is very hard on multiplayer. The more detailed the simulation the more data you have to keep in sync.
- RunSet 4y agoThese are practically ancient in internet time but they are good examples of physics-based gameplay. https://jet.ro/dismount/ https://jet.ro/dismount/
- Rodeoclash 4y agoSeeing that just dredged up some ancient memories
- dogben 4y agoThe CPU on xbox one/ps4 is very weak. Developers have to sacrifice physics.
- aeyes 4y agoThe whole point of PhysX is to run it on the GPU.
- maccard 4y agoThat's not true at all. PhysX comes with a CPU solver by default, and using the GPU version comes with significant restrictions in customising the behaviour. Unreal Engine games (when they used to use PhysX) were all CPU based, for example.
- yboris 4y agoTeardown - hands down one of the most innovative games in the last several years. It uses voxels and the game premise is destroying the environment to create an escape route once you trigger the alarm (by stealing required objects). https://store.steampowered.com/app/1167630/Teardown/ https://store.steampowered.com/app/1167630/Teardown/
- airstrike 4y agoLooking at a gameplay video on YT (https://www.youtube.com/watch?v=P--c8rjcSDs https://www.youtube.com/watch?v=P--c8rjcSDs), I didn't come away with the same impression as you described, or at least it doesn't really answer the parent's question. Sure, it is "fully destructible" but everything kinda breaks the same way because it's all voxels, and things like driving a seemingly indestructible truck through multiple walls doesn't feel particularly realistic. Someone else pointed to another game, The Finals, which feels waaay more realistic: https://www.youtube.com/watch?v=rGRoborkkw4 https://www.youtube.com/watch?v=rGRoborkkw4 I just hope it isn't another Battle Royale because that I find that genre incredibly underwhelming vs. team-and-round-based gameplay like CS:GO or offline campaigns
- yboris 4y agoI wonder if you'll have a different feeling after seeing a trailer instead of gameplay of the first mission ;) https://www.youtube.com/watch?v=ttwBelIlLv8 https://www.youtube.com/watch?v=ttwBelIlLv8 I'm not aware of any other real-scale voxel game out there. This one has water physics (things float), cars are destructible (you saw a construction vehicle that can take a lot more damage before noticeable deterioration), and more. Cheers!
- taskforcegemini 4y agogameplayvideos are pretty much always better than a trailer
- m000z0rz 4y agoThe physics of Teardown may not be realistic, but that's not what was asked for - and the physics of Teardown are DEFINITELY impressive.
- 2III7 4y agoBeamng is really impressive physics wise. Lots of mods available and endless gameplay possibilities.
- efxhoy 4y agoEmbark Studios are making a game called "The Finals" which leans very heavily on destructionn. The trailer has some really impressive building collapses and other loud looking events: https://www.youtube.com/watch?v=X84w4DWEEes https://www.youtube.com/watch?v=X84w4DWEEes
- ozarker 4y agoEmbark was founded by a lot of the old school DICE guys. Really excited for what they bring to the table. Also iirc they are big on Rust and are supporting a lot of grassroots projects in the Rust gamedev space
- nullify88 4y agoThe destruction in the trailers reminds me a lot of Bad Company 2 when it was possible to level the battlefield. Later games dumbed down the destruction or had scripted destruction sequences.
- razormania 4y agoThey use PhysX with rust bindings for this. https://github.com/EmbarkStudios/physx-rs https://github.com/EmbarkStudios/physx-rs
- gooseserbus 4y agoThe Finals is an Unreal based game, not Rust, you can see the Unreal logo on their homepage: https://www.reachthefinals.com/ https://www.reachthefinals.com/ They have a Rust game: https://medium.com/embarkstudios/embarks-creative-playground-call-for-early-players-2e1d56d21ede https://medium.com/embarkstudios/embarks-creative-playground... Which maybe be using their PhysX bindings but it's not The Finals
- saturn5k 4y agohttps://www.beamng.com/game/ https://www.beamng.com/game/ - possibly the best driving / soft body physics out there..
- meheleventyone 4y agoIs there much written about their sim approach?
- meheleventyone 4y agoAnswered my own question: https://wiki.beamng.com/JBeam_Physics_Theory.html https://wiki.beamng.com/JBeam_Physics_Theory.html
- dtagames 4y agoI'm very impressed with Trine [0] and I noticed it has the Nvidia PhysX logo on startup. The entire game is based on physics puzzles and the graphics are gorgeous. [0] https://www.nintendo.com/store/products/trine-enchanted-edition-switch/ https://www.nintendo.com/store/products/trine-enchanted-edit...
- debug-desperado 4y agoInstruments of Destruction, still in Early Access: https://store.steampowered.com/app/1428100/Instruments_of_Destruction/ https://store.steampowered.com/app/1428100/Instruments_of_De...
- routerl 4y agoBeamNG, the most physics intensive driving game ever made. https://youtu.be/Lqx2KKWI8aM https://youtu.be/Lqx2KKWI8aM
- MarcelOlsz 4y agoiRacing
- haunter 4y agoDeath Stranding. Considering you traverse the world mostly on foot and packed up they nailed the terrain and how movement with heavy package works (imagine sherpas and mountaineers).
- singularity2001 4y agoMaybe not state of the art but I was very impressed by Assassin's creed origins.
- Rudism 4y agoOuter Wilds has some impressive physics in that the whole game takes place in a miniature solar system where the planets orbit the sun, have their own gravity, day/night cycles, and so on. There are various weather phenomena, such as one planet that has floating islands tossed into space by storms before crashing back down, and a pair of planets named the "hourglass twins" that transfer sand between each other. You can fly out in your ship and watch these things happen at a macro level, or get right into it (like walking around one of those islands as it's being tossed into space, or getting yourself crushed by rising sand levels). It's really impressive, and I'm probably not doing it justice with this description. Worth checking out.
- yummypaint 4y agoBoneworks is a VR game where almost everything is physics based, including movements of all characters and your own avatar via a skeleton system. It has a different kind of feel to it and is quite innovative. It's an interesting approach to solving problems caused by having physics based objects interect with the "unstoppable force" of traditional player movement and the "immovable objects" of the environment.
- simooooo 4y agoBeamNG will blow your mind
- ihatepython 4y ago> What are some games that have impressive physics nowadays? Tetris?