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nice stuff. though the demos are very overdone, i’m looking forward to what more subtle environmental effects will bring to games. think flurries of snow swirling through a game scene, autumn leaves tumbling in the wind and whirling in vortices as cars pass.

i think you guys are missing the point when you talk about gameplay. as i understand the bit of reading i did around this at the start of the year sometime, the effects stuff they’re running on GPUs isn’t stuff that needs precise collisions like gameplay-critical physical simulation does. it’s stuff where interpenetration is less of a worry than the cost of branching code – exactly the kind of stuff that runs well on a graphics card.