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[Nvidia] NVIDIA Launches PhysX 3.0 With Support For Emerging Gaming Platforms - Page 7

post #61 of 145
Quote:
Originally Posted by anotheralex View Post
I think the biggest issue with GPU physx is the fact that the effects can be just as easily done on an open API like Bullet or Havok that is not dependent on a specific card e.g. Nvidia Cards only.
Interesting fact.
Name one Havok/Bullet game with SPH fluids as seen in Cryostasis or Crazy Machines 2.
Name one Havok/Bullet game with tearable cloth.
Name one Havok/Bullet game with fully dynamic smoke or steam.

These effects could be done on AMD GPUs. But CPUs will always struggle with them, which is why Havok and Bullet don't use them in games.

Quote:
Physx will still not perform as well as APIs like Bullet or Havok on CPU which were and are developed with CPU first in mind.
That's ridiculous, and you're going to have to back this up with a direct comparison. As mentioned before, the industry's two biggest 3d animation suites have adopted PhysX, one of which dropped Havok in favor of PhysX.
post #62 of 145
Examples of movies using Bullet and not physx..
http://bulletphysics.org/wordpress/?p=187
http://bulletphysics.org/wordpress/?p=241

Examples of Rigid Bodies, Soft Bodies, Cloth, Ropes, Constraints, Interactions and Attachments physics, obviously not limited to.
http://bulletphysics.org/wordpress/?p=289
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post #63 of 145
I find it interesting that Nvidia does not clearly say one thing in their presentation:

Alongside the fact that PhysX is now properly multi-threaded, PhysX 3.0 now also uses SSE instructions by default instead of the ancient x87 instructions. This was also one of the reasons it was so slow to do the calculations on the CPU.

This was debated almost a year ago, when the 3.0 SDK was being worked on, and according to this article, this is what they said:

Quote:
In addition to the new multi-threading features, Del Rizzo also says "SSE will be turned on by default" in the new SDK.

It's also true that SSE will not speed up everything, like the above article and this one state, but it will definitely be interesting to see if the performance gain with PhysX in new multi core CPU's will render a dedicated PhysX card useless, or at least dispensable. I wonder if that is the case and the reason they didn't even mention this in the release to the press.


Edit: this is my 1,000th post! Hooray!
Edited by tpi2007 - 6/8/11 at 4:20pm
 
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post #64 of 145
Quote:
Originally Posted by tpi2007 View Post
It's also true that SSE will not speed up everything, like the above article and this one state, but it will definitely be interesting to see if the performance gain with PhysX in new multi core CPU's will render a dedicated PhysX card useless, or at least dispensable. I wonder if that is the case and the reason they didn't even mention this in the release to the press.
Edit: this is my 1000th post! Hooray!
If CPU-Physx does turn out to be more faster than Bullet and the like then that would be great.
That is CPU-physx not GPU-physx, the more 'open' API.
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post #65 of 145
Quote:
Originally Posted by anotheralex View Post
more faster
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post #66 of 145
Quote:
Originally Posted by fazio93 View Post
By faster I mean, to produce the same or similar effects, i.e. falling objects, cloth, etc.. which of the APIs, PhysX, Bullet, etc. can process the physics more efficiently, thus.. faster on the cpu.
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post #67 of 145
Quote:
Originally Posted by anotheralex View Post
Examples of movies using Bullet and not physx..
You did not name a single game that uses one of the effects I mentioned (well, you won't be able to because they don't exist). And you didn't prove your point of CPU PhysX being slower than Havok and Bullet.

Quote:
Originally Posted by anotheralex View Post
Examples of Rigid Bodies, Soft Bodies, Cloth, Ropes, Constraints, Interactions and Attachments physics, obviously not limited to.
http://bulletphysics.org/wordpress/?p=289
It's funny you post this link. Not only do I work with Softimage every day, but I even own the Momentum 2.0 plugin. But it's not a game. And it does not do SPH fluids, vorticity or tearable cloth.

By the way, Softimage has a built-in SPH fluid simulator that uses multi-core CPUs. So I know what kind of speed you can expect out of an i7 CPU when doing this type of simulation. And when I see Nvidia GPUs calculate 60K SPH particles in realtime, my jaw drops.
post #68 of 145
SPH fluid simulation, I heard of that game I heard it was amazing!!

No offence but GPU-physx being fast is great and all for Nvidia.. but the fact of the matter is, it is only for Nvidia GPUs.. it is not "open".
As as I stated above if CPU-physx is in fact better than Bullet, etc. then that is great.
Edited by anotheralex - 6/8/11 at 5:05pm
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post #69 of 145
Doesn't GTA IV use Havok engine for physics?

GTA IV has the best physics I've ever seen in a game on such a huge scale, plus the driving is more realistic then NFS will ever be (that's after the stock handling has been modded a bit). The weight transition and traction is excellent and rain acts as it should. I don't know if this is because of Havok but it's damn good.

Only games where I found PhysX to add to the game was Batman and in Crazy Machines 2.
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post #70 of 145
Quote:
Originally Posted by ErOR View Post
GTA IV has the best physics I've ever seen in a game on such a huge scale, plus the driving is more realistic then NFS will ever be
cant compare those two games.
NFS by its nature is supposed to be a fast paced driving/arcadish game.
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