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[Nvidia] NVIDIA Launches PhysX 3.0 With Support For Emerging Gaming Platforms - Page 9

post #81 of 145
great more of the same proprietary gimmickry copy/pasted SDK effects to run on 5% of PC games I hope DirectX or OpenGL kills this like it did for EAX
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post #82 of 145
Quote:
Originally Posted by .:hybrid:. View Post
This is how I see it.

Physx can do wonders for fluid simulation.
Not needed for cloth, since that can be baked. (how many things collide realistically with your cloths? How many random cloths are hanging around irl ready to be torn?) Why is cloth even in games, other then the random dress or cloak?
Destructable physics in general can so easily be optimised to run on the cpu, in realtime, as long as the brakepoints are prebaked. Forcing this onto the gpu is stupid.
Perhaps gpu physics is needed for softbodies, but that can also be optimised to run relativly well on the cpu, usually by disabling self-collision detection.

Gpu can be used to accelorate these affects by taking a load off the cpu, but the cpu can also just run all of them fine at playable framerate.


gpu physics has its place, but it irritates me when simple effects are locked to it.

This being said, I also have high hopes for Bullet, but they arn't as active as nvidea in showcasing stuff, focusing mainly on tech for movies, and 3d modeling apps, I feel they should dedicate a team to creating game demos to promote what can be achieved on the cpu.
Yeah, but no. That was so out of touch it's untrue.

Cloth physics? Flags, clothes, plastics? Never see those in games?

CPU Physx? Red Faction: Guerrilla had it and it honestly struggled. I played the entire game wondering what it might have been like it GPU Physx were enabled.

Basically, your post was spoken true to someone who's never played with any Physx demos and effects. If you have, I apologise now. Otherwise, man up and buy an NVidia card and try it before slating it, because none of the Physx effects are possible with such quality on a CPU. Havok is fine for ragdoll, but not for Particle effects, fluid effects and cloth effects.
    
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post #83 of 145
Quote:
Originally Posted by Viridian View Post
Yeah, but no. That was so out of touch it's untrue.

Cloth physics? Flags, clothes, plastics? Never see those in games?

CPU Physx? Red Faction: Guerrilla had it and it honestly struggled. I played the entire game wondering what it might have been like it GPU Physx were enabled.

Basically, your post was spoken true to someone who's never played with any Physx demos and effects. If you have, I apologise now. Otherwise, man up and buy an NVidia card and try it before slating it, because none of the Physx effects are possible with such quality on a CPU. Havok is fine for ragdoll, but not for Particle effects, fluid effects and cloth effects.
I owned a 8800gt before my HD5770, and still have it in my closet. Flags just wave about, so bake that animation, it doesn't need to be realtime. Smoke is like fluid, and the gpu handles that well I agree. But fluid/heavy particle effects like smoke are the only thing that needs to be gpu dedicated.
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post #84 of 145
Quote:
Originally Posted by Viridian View Post
Yeah, but no. That was so out of touch it's untrue.

Cloth physics? Flags, clothes, plastics? Never see those in games?

CPU Physx? Red Faction: Guerrilla had it and it honestly struggled. I played the entire game wondering what it might have been like it GPU Physx were enabled.

Basically, your post was spoken true to someone who's never played with any Physx demos and effects. If you have, I apologise now. Otherwise, man up and buy an NVidia card and try it before slating it, because none of the Physx effects are possible with such quality on a CPU. Havok is fine for ragdoll, but not for Particle effects, fluid effects and cloth effects.
PhysX uses an instruction set that is horrifically inefficient for CPUs to process. It has nothing to do with GPU PhysX being better, it is because Nvidia doesn't know how to code for efficient physics or is purposefully crippling the CPU to gain their GPU sales.
post #85 of 145
Quote:
Originally Posted by Domino View Post
PhysX uses an instruction set that is horrifically inefficient for CPUs to process. It has nothing to do with GPU PhysX being better, it is because Nvidia doesn't know how to code for efficient physics or is purposefully crippling the CPU to gain their GPU sales.
No, again, Red Faction had superb CPU effects. But they were held back because the CPU needs to run the rest of the game. Offloading onto the GPU is natural because you can fit more effects into the game that way. Intel were looking at GPU integration with Havok, but they shelved Larabee and implemented it into Sandy Bridge CPU's.

It's not about trying to sell more GPU's. It's that CPU's are unable to handle the number of effects that a GPU can, as efficiently as a GPU can. There is no GPU conspiracy
    
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post #86 of 145
Quote:
Originally Posted by .:hybrid:. View Post
I owned a 8800gt before my HD5770, and still have it in my closet. Flags just wave about, so bake that animation, it doesn't need to be realtime. Smoke is like fluid, and the gpu handles that well I agree. But fluid/heavy particle effects like smoke are the only thing that needs to be gpu dedicated.
You cannot "bake" realtime cloth physics into an animation and have that be realtime. It's about immersion, not pleasing a few ATI graphics card owners.

Smoke effects are particles, fluid effects are a mixture of particles and fluid effects.
    
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post #87 of 145
Quote:
Originally Posted by Domino View Post
PhysX uses an instruction set that is horrifically inefficient for CPUs to process. It has nothing to do with GPU PhysX being better, it is because Nvidia doesn't know how to code for efficient physics or is purposefully crippling the CPU to gain their GPU sales.
If I remember correctly, Nvidia CPU PhysX was still the same Aegia code. Aegia did not really try to optimize their CPU code because they were in the business to sell PPUs.

Nvidia is trying to rewrite the code to be more efficient now. We shall see if Nvidia can deliver the goods. I still feel hesitant to adopt a proprietary hardware standard. CUDA is one thing since businesses can utilize it for HPC. PhysX...I dislike how the gaming experience gets segmented. It was bad when games could only run on Glide.
post #88 of 145
Quote:
Originally Posted by Riou View Post
If I remember correctly, Nvidia CPU PhysX was still the same Aegia code. Aegia did not really try to optimize their CPU code because they were in the business to sell PPUs.

Nvidia is trying to rewrite the code to be more efficient now. We shall see if Nvidia can deliver the goods. I still feel hesitant to adopt a proprietary hardware standard. CUDA is one thing since businesses can utilize it for HPC. PhysX...I dislike how the gaming experience gets segmented. It was bad when games could only run on Glide.
http://physxinfo.com/news/2279/amd-a...f-the-problem/

AMD users have AMD to blame for the "closed" and "propitiatory" nature of Physx.
    
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post #89 of 145
still needs more games to support it
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post #90 of 145
Quote:
Originally Posted by Durdle Class A View Post
still needs more games to support it
True and I'd also say the same for DX11 and OpenAL.
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