I'm not sure how the Client/Server nature of physics works in the game but with the advent of physics processors and the Unified Shader models would it not be posible to do some basic CFD (Computed Fluid Dynamics) for areo on the client side? Clearly the areo for a car is static in a simulation, normally, but with the huge processing power that will soon be available can we not utilise it to further the physics? I understand that real (true) CFD is supercomputer terratory and non realtime but for a simple model computing for a set number of nodes on the car/track we could get a basic dynamic for calculation of turbulance, downforce, drag etc that would be more real for following another car in close quarters. As I understand the model currently used uses a table of values to calculate the values at any given speed, but does not take into account the angle of the wing to the wind. Clearly the whole track would not need to be modeled just the area prior to the cars and the area just after, a train of cars would increase the amount of processing but after a while it would settle out as only groups of cars would affect each other. I think i remember speaking to someone about this a while ago and they thought it would make too small a difference to the 'feel' for it to be worthwhile. Just typing while I think this, it could also be used to calculate the realtime venturi effect and ground effect (if they are not the same thing).
Regardless of the driving model I certainly think that the unified shader should be used as soon as possible (early next year, I know) to give interactive smoke and debris effects some real 'life'.
Regardless of the driving model I certainly think that the unified shader should be used as soon as possible (early next year, I know) to give interactive smoke and debris effects some real 'life'.