What the fuck happened to physics in games

Remember Half-Life 2, Skyrim, fuck ton of flash player games where physics was a big thing? Even fucking destruction games in Roblox slowed down.
Right now physics is mostly for visuals. What the fuck happened? Playing around with physics was cool

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social justice is a higher priority

Physics in games are dumb. Name one game where physics actually enhanced the gameplay, and wasn't just a dumb gimmick.

When did skyrim have a single physics puzzle?

Consoles can't handle the additional CPU load.

Half life 2, skyrim

half life 2's gravity gun

I don't remember physics being a big part of Skyrim. Honestly the only thing that I can remember about Skyrim physics is that they'd mess up if you had a really high framerate.

besiege
also
youtube.com/watch?v=zrv1_qInKJ8

Destroy All Humans

botw

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Here's a blackpill for you - somewhere around the late 00's and early 10's, commercial 3D engines exploded in popularity. Because of this, there was a major push for visual fidelity to make these engines as appealing to consumers and developers as possible. Then "The big 3" (Unity, Unreal, CryEngine) focused entirely on baked, static lighting to push this envelope for pretty screenshots. The downside of course, is that physics-based destruction of environments and objects was incompatible with this new style of lighting.

This has only begun to slowly change in recent years now that hardware is increasingly capable of good looking real-time visuals ala Ray-tracing.

I'm with you. I've been playing armored core 4 and I would love a new armored core with actual destructable environments. It doesn't need to be anything too complex either, I think EDF does building destruction just fine

Red faction guerilla was pretty fun

that crayon physics game

nvidia flex supports 100k+ unified particles at 60fps on okay hardware
now you won't be simulating an ocean with that but it could be used for some cool physics contraptions

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imagine a game with...

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Console manufacturers skimped out on decent CPUs to keep their cinematic experience boxes affordable.

or...

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Fuck puzzles, consider this
>catapulting corpses
>putting pots on seller's head
>fus ro dah

or even...

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They went from being a big thing to being something that people kinda expect, but don't really care about.

that's a lot of cum

This kind of technology should not fall into the wrong hands.

>a game with breast pinching
>clothes tearing
>and hotgluing

I can only think of porn and I don't even like porn.

Minecraft
Mafia 3
HL2
Dishonored
Thief 1/2
DMoMM
Pendulum
Amnesia
Red Faction
Elite Dangerous
Kerbal Space Program

to name a few

Was that gun throw intentional?

>braaaaaaap

GTA4

You can get free access for it
developer.nvidia.com/gameworks-source-github

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yeah though you need to make a dev account it even runs on amd cards now, my gtx 1070 got 200k+ particles at 60fps no problem so it should be pretty usable for gaming if someone decided they wanted to focus on physics

Man I forgot about this game
>tfw it's been almost 4 years since you checked out exanima
I should see if the devs did anything else

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Physics in a game are mostly a meme. They're sort of like that shitty 3D that movies used to do, in the sense that they largely add nothing of substance to the moment-to-moment gameplay, but they almost always are glaringly ugly or broken and take you out of a lot of immersion.

I forget who said it, but it's common developer parlance that "Once you add physics to your game, it's broken. Just accept that, and try to make the best of it." because they are at absolute best something you don't notice, and at worst something that will ruin the entire game.

The problem is, physics are taxing, they're complex to program and implement, and they're still pretty far out of common usage that the only real physics drivers in use today cover super basic shit like gravity and smoke, but anything that really needs it like hair, destruction, liquids, fire, etc. is all way too complex and taxing on a GPU to bother putting in games anyway, and most are way too young to have been figured out properly to begin with.

the second half of the campaign and an extensive tournament mode, not much else

it's pretty gud

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Crysis 1 and Red Faction

GTA4 is the epitome of physics as a dumb gimmick.

triple-A (console) devs got more and more lazy, realizing that they could sell products that barely pass as "games", and still make a fortune. Meaning out flew environmental interaction and physics, plus tons of gameplay depth.

It's one reason why Zelda:BotW felt fresh as fuck. It's ironic that Nintendo's obsolete-on-arrival systems had the most technically impressive tech of this generation.

Hell, just couple weeks ago, I replayed Max Payne 1-2 for the first time in years, and I was positively shocked how much you can play around with the game's world if you wanted to.

Zootopia 2 teaser trailer

Human fall flat

What happened to AI? Remember the first FEAR? Now every game feature the standard braindead AI, what the fuck?

Crysis 1.

Everything has to be scripted and/or peer-to-peer multiplayer friendly and physics are anything but.

Literally any shooter ever made.

Part of a good shooter is visual feedback. Part of visual feedback is destruction/reaction.

An even semi-realistic shooter is objectively better with scripted animations that flow into ragdolls because of the immersion it brings to the experience. Same for inanimate objects reacting to gunfire/explosions.

Feedback/immersion is vital to the gameplay loop of any FPS. Physics enhance them. Also technically all shooting should be based off of mechanics. So an FPS is literally a physics-based game, because you're moving matter across space in the form of bullets. Even hit-scan is just a shitty shorthand for actual mechanical movement of theoretical physical entities.

Lol you know so little

Impractical. You can add in tons of physics but they rarely contribute to gameplay or progression. HL2 was the peak and it was just barrels in water and weighted see saws. Why add all this stuff that can break the game and cause bugs when it only gets used to fuck around? 99% of players will ignore it and keep moving on.

Don't get me wrong, I love it but it just doesn't make sense.

If you've ever played a multiplayer game you'll know that position tracking is not a particularly complicated calculation. Though for things that aren't directly gameplay-relevant (things that it doesn't specifically matter where they're located at any given moment), they would just handle the collision server-side and the physics would be per-client.

>why add fun things instead of just making a linear scripted hallway?

He said not a gimmick

Boneworks is working on this.

Consoles have smartphone tier cpus so they can't handle advanced physics.

user this is probably the most informative post in this thread. Thank you

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Due to Ray-Tracing being so demanding, won't that push physics back even further?

Sumotori Dreams AKA the funniest game ever made

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people care more about screenshots that look pretty instead of actual gameplay. AI and physics have been thrown in the trash. eventually they will get rid of fun aswell.

OH oh oh me me me

I wanna play the "any game you listed is gimmick" game as well.

based post

This is completely false. I've seen plenty of destruction demos in, for example, Unity.

gta4 physics carried the game entirely on its own, it's much more fun to just shoot and drive over people than it is in gta5

It was literally the only point of GTA4, everything else about it was dogshit. And even then, that's only true if you enjoy cars that control like fucking boats.

this

>demos

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>triple-A (console) devs got more and more lazy, realizing that they could sell products that barely pass as "games", and still make a fortune. Meaning out flew environmental interaction and physics, plus tons of gameplay depth.
so why aren't all the triple-A PC devs making physics based games
there's tons of PC exclusives, which means physics games should be a huge thing in pc gaming

Zelda BOTW

sometimes I pull so hard... I rip the skin!

Portal 1 and 2

did you seriously not find the physics puzzles? what did you do just play the main quest then quit?

Is there a chance that real_time_raytracing_meme will make physics games great again?

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People often throw their pistol around corners if they don't have grenades so anyone there might think it's a flashbang and turn around, doesn't always work but it can be worth a shot.

no

no. nothing will ever make anything good again fuck vidya.

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there are no competent vidya programmers anymore

>I played it as a kid therefore it is better

lol

Baked lighting has always been the default since the first 3d engines. Obviously, since it's cheaper and better looking, with the only downside being that it's static. Hell, HL2 used static lighting despite all the physics shit. That's not the reason.

Did those balloons accidentally made loss?

Your parents made you accidentally.

Indian and Asian engineers that can't innovate new technology only maintain and copy old ones were hired to replace high IQ high intuition types of Europe/America.

>AI
agreed

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I remember this. The bottles weighed a fuckton. Haw haw funny joke, but its not like bethesdas physics could handle a bowling simulation. Or is THAT the joke?

Based

I like GMOD posing tools

No, the cars handled like cars.
You were just so adapted to GTA being cartoon like that your brain rejected it.

this right here

Dark Messiah of Might and Magic.

No way

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>learning about how physics gets computed in college

Even if you restrict it to simple vectors the instability and poor conditioning of the fast methods is what causes the kind of stuff that shows up in glitch highlight reels. This is probably why PhysX briefly became popular (having dedicated hardware for these calculations helps).

>tfw only the occasional indie game innovating in AI now

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Oh yeah, scavnigger AI is perfect. Fuck those faggots

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Literally force unleashed had all of these.

youtube.com/watch?v=Z734GXypSwk

the ai is good but its not innovative. Its nothing new.

>implying there isn't an army of devs trying to figure out how to adapt machine learning to games

The real challenge is getting it to a playable state and then keeping its reaction times to something an actual human can respond to

user, cars do not handle like that irl.

the 2nd wall stills breaks the same every time

Garry's mod

A lot of those games were gimmicky at best with the physics. When replaying Half Life 2 those physics "puzzles" feel more like a chore rather than a genuinely great moment.
You have some games that still try to do cool shit with physics but thankfully you don't have every big release trying to go "I can HL2 too!" just for the sake of it.

The trouble is that the goal is not to win but to be an interesting opponent. Hard to quantify that in a reward function.
I could see it being a major step up for some RTS or strategy game AI though. Anything would be better than the Stellaris AI.

Most pre-placed physics objects are static until the player touches them