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PhysX "Off"
With PhysX set to "Off" you will find the following effects in game:
- Clothing on character models is not realistically generated but graphically simulated. It does not interact with the physical world
- Particle debris is sprite-based and does not contain physical properties. Particles will not interact with the environment and are not persistent
- Smoke is static-generated with no physical properties and will not interact with the physical world.
PhysX "Medium"
With PhysX set to "Medium" you gain the benefit of the following elements:
Physically simulated clothing for main character and additional characters:
- Custom wind simulation that creates a more dynamic movement of clothing as the characters walk around and interact with the environment
- Force fields form explosions also interact with clothing making those explosive moments even more immersive.
Up to 3,000 unique particles on screen at any given time.
Particle effects including dynamic collision, mass and kinetic simulation, and force fields from explosions that move and displace particles along its path.
- Destruction particle debris from cement, wood, glass, dirt, and more
- Weapon impact that creates dynamic smoke and kinetic persistent particles
- Garbage moves and exists in the world of Empire Bay and reacts to effects like force fields and character interactions
- Tire burnout while driving produces dynamic smoke and particles including fluid movement simulation and particle velocity and trajectory.
Character clothing on all character models is rendered entirely on the GPU when using a dedicated PhysX card which can be anything from a GeForce GT 240 to a GeForce GTX 480.
PhysX "High"
With PhysX set to "High" you get all of the effects you see with the "Medium" setting but with a much higher particle count up to 10,000 particles on the screen at any given time.
With PhysX set to "Off" you will find the following effects in game:
- Clothing on character models is not realistically generated but graphically simulated. It does not interact with the physical world
- Particle debris is sprite-based and does not contain physical properties. Particles will not interact with the environment and are not persistent
- Smoke is static-generated with no physical properties and will not interact with the physical world.
PhysX "Medium"
With PhysX set to "Medium" you gain the benefit of the following elements:
Physically simulated clothing for main character and additional characters:
- Custom wind simulation that creates a more dynamic movement of clothing as the characters walk around and interact with the environment
- Force fields form explosions also interact with clothing making those explosive moments even more immersive.
Up to 3,000 unique particles on screen at any given time.
Particle effects including dynamic collision, mass and kinetic simulation, and force fields from explosions that move and displace particles along its path.
- Destruction particle debris from cement, wood, glass, dirt, and more
- Weapon impact that creates dynamic smoke and kinetic persistent particles
- Garbage moves and exists in the world of Empire Bay and reacts to effects like force fields and character interactions
- Tire burnout while driving produces dynamic smoke and particles including fluid movement simulation and particle velocity and trajectory.
Character clothing on all character models is rendered entirely on the GPU when using a dedicated PhysX card which can be anything from a GeForce GT 240 to a GeForce GTX 480.
PhysX "High"
With PhysX set to "High" you get all of the effects you see with the "Medium" setting but with a much higher particle count up to 10,000 particles on the screen at any given time.