Originally Posted by .:hybrid:.
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.