CellFactor: Combat Training
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CellFactor: Combat Training | |
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Developer(s) | Immersion Games |
Engine | Reality engine |
Version | R36 |
Platform(s) | PC |
Release date | May 2006 |
Genre(s) | FPS |
Mode(s) | LAN |
System requirements | Ageia PhysX Hardware |
CellFactor: Combat Training is a sci-fi first person shooter from Immersion Games.
[edit] Game information
Specifically designed to show off the multiple physical effects that can be bolstered with the AGEIA card, CellFactor: Combat Training features some of the most commonly featured objects in all FPS games: barrels and boxes. There are large amounts of both on the demo's only level, the difference being that these are not exploding barrels and flimsy plywood boxes as normally featured in most FPS games. Barrels and boxes are solid, heavy, and deadly, if used in the right way. Thanks to your character's psychic powers, you can lift and toss practically any of these small items and watch as they all interact with one another in a truly convincing manner--bumping and slamming into one another and spreading across the ground. If you build up enough power, you can even force-push through a pile of debris and use that to take out enemies, amusingly called out as a "Physix Kill" by the game.
[edit] Blunders
Despite Ageia claiming that a PhysX PPU (Physics Processing Unit) was required by the game, an individual(s) found that by adding "EnablePhysX=false" to the end of the shortcut, it is possible to run the demo without the aid of the PPU. Independent benchmarks had suggested that the PPU helped very little when faced with extreme uses of physics, such as launching a grenade from the assault rifle at a large pile of physics-enabled objects. This had led many people to believe that the technology is 'useless' and that the demo was rushed without correct testing.
The CellFactor "R36" demo, released June 8, 2006, however, allows software cloth simulation without the appropriate PhysX hardware, whereas the first demo only simulated rigid bodies in software (not the cloth or fluid effects that could be done in hardware). Simulating cloth in software instead of hardware has proven that the PhysX hardware helps significantly. Whereas in software mode, one could have a general frame rate of 30fps, enabling software cloth simulation causes this to drop to around 2fps. This proves that the demo wouldn't be playable with cloth simulation without Ageia's PPU.[citation needed]