The other main disadvantage that the AGEIA PhysX PPU has is that in order for games to use physics in a way to drastically affect gameplay, they have to be able to write ONLY for the physics model of a PPU card. On the other hand, in order for finicky gamers to buy a PPU card, they are going to want to see games that take full advantage of the physics processor. It brings about a "chicken or egg" debate on who will be the ones to bite the bullet and spend the money first: a gamer on a PPU card or a developer on PPU card development. Why is this a requirement? Simply put, developers can't dramatically change gameplay in a game engine utilizing a PPU in a way that is not possible to also do on a CPU-based physics engine without alienating a HUGE portion of their market. That means that what current game engines, and those for the immediate future, that have implemented support for the PhysX processor with the inclusion and use of the NovodeX API are merely going to see game "fluff" added to systems with a PPU in them. In this case, I mean "fluff" in the sense of new effects and interactions that may be very, very cool, but won't be required to finish or play the game. There won't be any game coming out that is going to require you to blow apart a building full of completely interactive crates (that wouldn't be possible for a CPU to handle) to find a key to move on to the next level. Instead you might see some added mist into a jungle portion of a game that instead of being stagnate and permanent, might move when you or another character walks through it.