@Gener_AL (UK): I think you're "missing the point" here
This is a serious "what if" issue you bring up here.
I'd say good market saturation to consider dropping non-physics-accelerated GPU support would be at least 5+ years from now on, not mid 2011 (I think you implied that, regarding the vertex shader remark).
Speaking of vertex shaders, consider that AFAIK the first cards supporting it (GF3 IIRC) were released in 2001, and I believe LFS still supports cards without HVS. Just the option to turn off HVS manually was removed in patch X or so.
All this considered, any thoughts about GPU accelerated physics are pure speculation. I'm sure the devs have no friggin' idea what they're going to do in regards to such a specific case in two yet alone 5+ years from now on. What answer do you expect? "Maybe?" "Not likely?" There's no point discussing this.
Even if we magically had this feature in all cards from now on, what would be the point? To make use of this the first thing you need is highly complex physics to make the change worthwhile. At the current development speed LFS doesn't even add basic features that would be no issue CPU wise, what makes you think LFS will have enough substance to make this change necessary at any point? Maybe if they were to simulate individual pebbles on a gravel road...
IMO GPU physics were intended for one thing only, namely optional physics based GFX effects. Eyecandy. Making it do more doesn't really make sense. What's there left for the CPU to do then? Multicore support makes sense and it's a reasonable expectation to have this implemented in the future. GPU physics... not.
Why would they? The physics calculations now take about 5% CPU time - most slowdown is caused by the calculations the CPU has to make for the graphics. If you fast-forward in a single player replay, LFS uses all CPU just for physics, and it easily manages to do that faster than realtime even with loads of AI cars.
Also this would be a major major task. It would make much more sense to make LFS multicore compatible than making a copy of the physics engine that probably needs to be considerably altered to even run on the graphics card. Don't forget that you then have to maintain two physics engines, one for the people with such a card and the other for ones without. The benefits are practically zero.
What if people who have no idea what they're talking about would simply shut up for once?
DirectX is just an API to access graphics card (or other hardware) functions - the bug that has been reported countless times is located in the shadow code of LFS' 3D engine. Since that code is custom written nobody but Scawen can find out why it happens, but probably it's just something like LFS selecting the topmost drivable surface for the given car's X,Y coordinates instead of the topmost drivable surface with a lower Z value than the car has (= below the car). Depending on the actual implementation it might be easy to fix, or it might not, in any case it's a really low priority thing.
In previous versions the clutch started biting immediately after you released the clutch pedal a tiny bit, which wasn't very realistic (brand new cars might be similar, but even on them it's not as extreme as it was in LFS) and forced many people to use DXTweak to manipulate the pedal range to simulate this properly. In patch Z this has been fixed.
Now if you for whatever reason want to make the clutch bite immediately, you'll now have to fiddle around with DXTweak to make it so a fully depressed pedal only reports as 2/3 to 3/4 depressed in game.
At least this thread points out the mentally challenged from the grown-ups. I hope one day your sense of action and consequence develops enough to make you realise how stupid excessive speeding is, preferably before you end up in an accident killing or crippling others.
How much off-topicness is acceptable for a thread is up to the mod who decides whether to close the thread or not, I don't see what the big problem is here? If you don't agree with the closure then you're SOL.
And of course as an moderator you have an endless amount of time to philosophize about pros and cons of closing a (shitty) thread. Maybe we should implement a poll for every mod decision so you can influence the result with what you deem the perfect decision and can live happily thereafter with your democratic result. Wait, did I mention democracy? I totally forgot that this doesn't apply in the slightest to this forum.
Seriously, if there is a problem with a mod's decision then it is in the end up to Victor to sort it out. If he or the other mods don't have a problem with it, then that's that, end of discussion. No amount of what-ifs and should-haves are going to change anything, so you can keep your backseat modding to yourself. It's always easy yapping from the cheap rows analysing someone else's doing after the fact.
Oh come on. Lerts is a clinically insane and your goody two-shoes attitude is unbearable. :irked:
The only ones causing drama are the people living in a twisted reality where mods are somehow a special entity of existence that must not ever show human properties but stay 100% objective, emotionless and professional at all times.
Seriously, the mods here are some of the best I know, yet still people see intrigue and power abuse where there is none. The thread tags crack me up, btw