Killing Floor 3

Killing Floor 3

spice_ Oct 9, 2024 @ 4:32pm
Nvidia Flex coming back?
Is this something on the table or has it been abandoned?
Originally posted by Yoshiro:
Flex and the PhysX physics engine development changed greatly over the course of KF 2's life, from something that was built into the game engine (which is what we used), to that build being depreciated and things being moved into the GPU drivers (support for the previous builds ended when this happened, see KF 2), to the physics engine being open sourced onto github.

It is no longer the default physics engine in Unreal Engine since UE 4.26 and really hasn't been updated to run on modern platforms to my knowledge.
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Revalopod Oct 9, 2024 @ 5:11pm 
I doubt it.
The author of this thread has indicated that this post answers the original topic.
Yoshiro  [developer] Oct 10, 2024 @ 8:19am 
Flex and the PhysX physics engine development changed greatly over the course of KF 2's life, from something that was built into the game engine (which is what we used), to that build being depreciated and things being moved into the GPU drivers (support for the previous builds ended when this happened, see KF 2), to the physics engine being open sourced onto github.

It is no longer the default physics engine in Unreal Engine since UE 4.26 and really hasn't been updated to run on modern platforms to my knowledge.
Last edited by Yoshiro; Oct 10, 2024 @ 8:20am
Quadstrike Oct 10, 2024 @ 8:08pm 
yeah, tripwire probably won't call them out, but nvidia kinda ♥♥♥♥♥♥ up kf2's gore directions, more than probably anyone else in gaming by dropping support, but nearly anyone that's touched physx has gotten burned or lacks compatibility in a pretty short time, if im not mistaken theirs some details in borderlands using physx that are the same way

good to hear from yoshiro that they've wised up to outside engine tech dependencies to something open source so they can make it work themselves if im reading correctly
Quadstrike Oct 11, 2024 @ 3:47pm 
Originally posted by Polite Killer:
If you guys can get the blood splashes to hit the floor and the wall in at least a simulated manner, the lack of FLEX should be a non-issue. When a splash of blood flies through the air, from a dismembered limb, or a head wound, and that blood splashes on to a surface, is all that is required as a substitute.

If there are decapitations, and the subsequent spurt of blood from the stump, but it flies through the floor, and then the body hits the ground, and blood does not come out of the dismembered area, on to the surface, but the surface is clean underneath, this will be noticeable.

I look forward to seeing blood pools and spurts similar to FLEX, but without the actual use of the FLEX system, in this case.

back then it was a good solution, today flex is off the table, and im pretty sure their are better solutions built into UE5
Wolfsblut Oct 27, 2024 @ 12:31pm 
i always hated nvidia for dropping flex. KF2 just simply shows how great that could have been it fully implemented! Even the unstable buggy nvidia left mess of flex is already really great.

proably not many used flex at that time cuz it was really heavy even on 700 series (i had 2 way sli of 760 evgc sc) which were barely able to render maxed out at 1080p while games like bioshock 2 would run maxed out in 4k on the same sli..
Last edited by Wolfsblut; Oct 27, 2024 @ 12:32pm
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Date Posted: Oct 9, 2024 @ 4:32pm
Posts: 5