If you want my 2 cents, the reason was there was no reason to keep old technology in, especially since once implemented, switching it to a newer one would have been a lot more demanding post-release.
The fact that SDK provides certain tools, as nou said, doesn't necessary mean they'll actually use them. I'll obviously love to be proven wrong though
Spoiler:
If that APC physics in E3 demos is the best physics we're going to get, then that would be a waste, as 3.2 seems to be oriented towards vehicles, not mere ragdolls. I think the choice before them was thus: 1) PhysX 2.0 - infantry ragdolls, vehicles - not applicable/minimal simulation; 2) Version 3.x - everything relevant is included, which provides freedom of action, flexibility and extended longevity of the game.
A good read for any ArmA III Zealots out there,
1) http://physxinfo.com/wiki/PhysX_SDK_2.x
2) http://physxinfo.com/wiki/PhysX_SDK_3.x
Version 2.x is old, old, ooold legacy code based on Ageia physics engine, which had been bought by NV many moons ago. Ageia - hey, I remember that name... from 3DFX times.![]()
Last edited by Iroquois Pliskin; Jun 12 2012 at 23:02.
-Rabid Arma 3 fan-
Yes, like millions, I also throw my money at the BIS homepage and it refuses to take it..
Hey guys ... have you seen 1st post update ?
So we are going to wait "until it's done" © Bohemia InteractiveOriginally Posted by RoyaltyinExile

System: CPU: i7-980X, RAM: 12GB Kingston HyperX, GFX: XFX Radeon HD 5970 Black Edition, MOBO: GA-X58A-UD7 X58, POWER: be quiet P8 1200W ATX 2.3, HDD: 2x Intel X25-M G2 160GB, 2.5", OS: W7Pro 64bit, Drivers: Catalyst: 13.1, 2D: 8.01.01.1278, D3D: 9.14.10.0945, OGL: 6.14.10.12002, CCC: 2012.1219.1521.27485
Carrier Command used this option as well and I think it was working really good with the seperate "CIT" like forum for bugs and suggestions. CC might have been the successful testbed for this concept.