Ragdoll physics simulated on CPU or GPU?

Shifty_1

Commendable
Jun 4, 2016
11
0
1,510
Hi, sorry if this is the wrong place for this but I have a few questions about physics in games.

Are ragdoll physics simulated on the CPU and then the ragdoll is rendered on the GPU?

In multiplayer games, are the ragdolls processed server-side when you want everyone to see the same thing and client-side for when it doesn't matter if everyone sees the same thing?

If ragdolls are processed server side, is the simulation done on the servers CPU and then the data sent out to be rendered client-side (server doesn't have to do any rendering and thus doesn't need GPU)?
 
Solution
It depends how the game is coded really, and whether you have an Nvidia GPU or not.
Nvidia owns the rights to "PhysX", which allows processing of physics in games on the GPU.
If the game doesn't support PhysX, or you have an AMD GPU, the physics are processed on the CPU.
Multiplayer games have the Physics processed on the client CPUs, so it's possible the clients see different things, but the "tracking" of the object is still processed server side for... hitbox and interaction purposes.
It depends how the game is coded really, and whether you have an Nvidia GPU or not.
Nvidia owns the rights to "PhysX", which allows processing of physics in games on the GPU.
If the game doesn't support PhysX, or you have an AMD GPU, the physics are processed on the CPU.
Multiplayer games have the Physics processed on the client CPUs, so it's possible the clients see different things, but the "tracking" of the object is still processed server side for... hitbox and interaction purposes.
 
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