" @ColumnBreaker: It's a common misnomer that comes from the fact that the no-collision cvar in some classic Id title (I forget which) was called noclip. I'm not sure why they called it that, but people took the word 'clip' to mean collision detection. To use 'clipping' to mean a LACK of proper collision detection is almost doubly-wrong. "
I'm not arguing the validity of the word usage. As I said, I know it's not a proper use of the word. It's just easier to communicate using the terminology a culture understands, even if it's incorrect.
" At this point I would like to point out that 'clipping' does not refer to collision errors (at least in computer graphics). It refers to the culling of polygons that are obscured from view. "
Right, but clipping can be remedied by proper collision detection. "
Huh? The word 'clipping' is an optimization technique that has nothing to do with physics collisions. It's a misnomer. "
I'm aware that the term isn't proper, but it's generally understood among game enthusiast circles as when a model in game 'clips' or goes through another object/character model or environmental model in a game. I did misunderstand the second part of your post though, so forgive me.
I decided to make a short video of my favorite part with the physx stuff from the demo which was the tile floor exploding on impact. I'm kinda hoping there's more destruction like this through out the game, adds to the feeling of being one powerful dude. Oh.. and sorry for thread hijacking, OP. Please don't hit me.
"I also found it way too linked to the comics. A lot of people are not going to know who oracle is. The action was kick ass though. Pretty freaking amazing!!!"
Well they do give you character bios the instant you hear a character mentioned. Also I noticed no clipping. I did notice a lack of physics, I threw batarangs at most everything in that room and nothing reacted except for monitor screens busting (only the big ones mind you). Nothing really important, but it does make me wonder what the PhysX stuff is all about. "
Physx adds a decent layer of visual polish. The part where you're supposed to save the guard from being executed, if you decide to glide kick the guy freaking out from one of the gargoyles you'll land hard enough on the tile floor he's standing on and shatter a bunch of it. There's cloth pieces like banners hanging from rafters here and there that are completely gone with physx disabled. They don't do anything mechanically but like I said, it just adds a nice layer of polish on top of the already great looking textures and models. There's also fog and steam and papers flying around the hallways at times.
Here's a decent video showcasing the physx functionality in the demo: