- Apr 20, 2008
- 10,065
- 984
- 126
So as I was playing my favorite basketball game (NBA 2K9) I was just running through the setting since I just reinstalled the game and I found a relatively hidden option. While all settings have a low-med-high settings, the player model has an ultra high setting that is unknown unless you scroll down and move the setting.
I play the game @ 1680x1050, Vsync, 8xAA, maxed out. I had my CPU @ stock and my GPU overclocked.
I was absolutely amazed what a difference it made to the player models. Not only were the polygon counts at least 20% increased but the jerseys move around the players while responding to their motions and other players around them. What even surprised me more is that my FPS still didn't budge at all. Constant 60fps the entire time (unless scripted parts like free throw routines or stadium shots which are automatically capped at 30fps for the motion effect). This game is dual threaded, meaning it doesn't make use of more then 2 threads. It stayed at 45% utilized the entire time and my modest 2.33ghz Q8200 had no problems whatsoever pushing out 60fps butter smooth.
Physx is a joke really. Looking at Batman and Mirrors Edge just showing moving banners and newspapers bumbling around is just ridiculous. With NBA 2K9 using their own method on every player (even players on the bench) it is proof you don't need a dedicated software layer just for these effects.
With NBA 2K9 running 26 players in real-time @ 60fps just fine on a dual core, a quad core can seriously handle all of these calculations with ease.
Here is a lower quality fraps clip of what I am talking about. EDIT: Look at how the jersey reacts to pulling back and coming down from the fade away. And the turn around. The lower portion of the jersey really reflects this feature.
Brandon Roy crossing over and hitting the fadeaway jumper
Agree or disagree?
I play the game @ 1680x1050, Vsync, 8xAA, maxed out. I had my CPU @ stock and my GPU overclocked.
I was absolutely amazed what a difference it made to the player models. Not only were the polygon counts at least 20% increased but the jerseys move around the players while responding to their motions and other players around them. What even surprised me more is that my FPS still didn't budge at all. Constant 60fps the entire time (unless scripted parts like free throw routines or stadium shots which are automatically capped at 30fps for the motion effect). This game is dual threaded, meaning it doesn't make use of more then 2 threads. It stayed at 45% utilized the entire time and my modest 2.33ghz Q8200 had no problems whatsoever pushing out 60fps butter smooth.
Physx is a joke really. Looking at Batman and Mirrors Edge just showing moving banners and newspapers bumbling around is just ridiculous. With NBA 2K9 using their own method on every player (even players on the bench) it is proof you don't need a dedicated software layer just for these effects.
With NBA 2K9 running 26 players in real-time @ 60fps just fine on a dual core, a quad core can seriously handle all of these calculations with ease.
Here is a lower quality fraps clip of what I am talking about. EDIT: Look at how the jersey reacts to pulling back and coming down from the fade away. And the turn around. The lower portion of the jersey really reflects this feature.
Brandon Roy crossing over and hitting the fadeaway jumper
Agree or disagree?