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Completely Destructible Level Made With The UDK & PhysX Destruction Part 2 - Page 7

post #61 of 66
Quote:
Originally Posted by captain_clayman View Post
after playing through red faction armageddon, this looks like JUNK.
This. And at least in RF:A things will collapse after you take out enough support columns.
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post #62 of 66
If you want to see a real constructable level watch the demo for BF3
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post #63 of 66
Quote:
Originally Posted by Domino View Post
For the monies.



Have you seen the language Nvidia uses for PhysX? If they switch to a language that was actually efficent and up-to-date, the CPU will run PhysX no different then a GPU. Keyword, PhysX. The CPU can already do PhysX level physics.
Yea but there is a reason why people who use CPU PhysX are playing games in 20FPS, and people who use GPU PhysX are getting 50-60.....
    
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post #64 of 66
That was cool, but I've seen better physics engines.

The destruction seems a bit "blocky".
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post #65 of 66
Quote:
Originally Posted by ct03 View Post
Well, there is a reason why games with CPU physics have not done things like fluids and tearable cloth. CPUs are simply too slow.
Except PhysX uses outdated x87 and SSE1 instructions, if they optimized it for a CPU that isn't a Pentium 3 then maybe it'd be a bit faster.

Except, nVidia don't make CPUs...So why make them run efficiently? I just feel use up all of the CPU that isn't being used, then offload the rest on the GPU.

Quote:
Originally Posted by HarbingerOfLive View Post
Yea but there is a reason why people who use CPU PhysX are playing games in 20FPS, and people who use GPU PhysX are getting 50-60.....
Because the CPU PhysX are running out-dated instructions...

PhysX only uses x87 (ie. Oldest, SuperPi like instructions) and either MMX or SSE1 (Can't remember which), if they used SSE2, SSE3, SSE4.1, SSE4.2 then it'd be leauges faster.

Oh, not to mention, it'd be a lot faster if they had efficient SMP programming for it. (The one reason GPUs are faster than CPUs for this kind of programming)

Proof.
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post #66 of 66
Quote:
Originally Posted by ct03 View Post
Yup. Other engines are WAY better.


People who made those images might not have heard about a thing called RAM. Turns out games need it, and it's not unlimited.

Leaving debris behind is going to lower the framerate with extra draw calls, CPU usage for physics processing, and memory usage just by existing.

This video is very unimpressive, but as others have said, in this case it isn't PhysX's fault, it's just a poor usage of it.

Also, I saw mention of this only working for some people, this may not be the case, with so little destruction going on I would assume these are CPU-side, not GPU.
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