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Should PHYSX be universal? (both ATI & NVIDA)

Forum Graphic & Displays : Graphics Cards - Should PHYSX be universal? (both ATI & NVIDA)

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Just played through Cryostasis, Mirror's Edge, etc...
The physics are awesome, but can PHYSX itself be adopted by more developers?

It can process physics better than the CPU can, but, what exactly is preventing the widespread adoption :heink: ? I heard Intel is doing something...

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- 0 +

I hope PhysX is entirely removed.

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Reply to rags_20

Quote :

It can process physics better than the CPU can, but, what exactly is preventing the widespread adoption

 

the PC being an open platform and physx (accelerated) is entirely dependent on a geforce gpu or the old ppu.

Message quoted 1 times
Message edited by wh3resmycar on 04-22-2009 at 05:13:44 PM
Reply to wh3resmycar

wh3resmycar wrote :

the PC being an open platform and physx (accelerated) is entirely dependent on a geforce gpu or the old ppu.


Its not like anything is stopping ATI from implementing PhysX...

As I explained a while back, given the extra bus length most graphics cards have over a CPU (32/64 vs 128/256), Physics calculation is far more suited for GPU's, as a single LOAD operation can load more data at one time (Example: Using a 32 bit setup, each 32 bit register can hold one 32 bit integer. Using a 256 bit setup, a single 256 bit register can hold (256/32 = 8) 32 bit integers). As such, considering the mathametical formula needed for accurate physics effects, I doubt a CPU can even load integers fast enough to gain an acceptable framerate. A large data bus is a requirement for any non-linear mathematic functions, and modern CPU's lack the bus length needed to send many values in a single operation.

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Reply to gamerk316

With DX11 coming, Physx is gpu bound, whereas Havok can run on either a cpu or gpu, depending on the strength of your setup, so to me, Physx is too limiting, and wont make a big enough splash to survive

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Reply to jaydeejohn

hmm.... Havok? isn't that mainly CPU? when did it do GPu?

Reply to ChronoBodi

Quote :

Its not like anything is stopping ATI from implementing PhysX



radeons not being able to run CUDA will be that "anything".

Reply to wh3resmycar

Physx is not just gpu limited. Nvidia opened physx to anyone that wanted to implement it. it is available for ps3, xbox 360, wii, iphone to name a few. Havok does not support hardware physics acceleration but they are working on ati stream that is basically like cuda which will enable hardware acceleration.
http://www.havok.com/content/view/17/30/
http://en.wikipedia.org/wiki/PhysX
http://nzone.com/object/nzone_physxgames_home.html

Reply to chef7734

Havok FX will use OpenCL which will be compatible for all GPUs, even S3 and larabee. PhysX will be officially dead by then.

Reply to turboflame

http://lh5.ggpht.com/carlos57775/SCobc6EL_hI/AAAAAAAABys/RG0y66Z3ZDY/s288/Don%27t%20feed%20the%20troll.jpg

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Reply to strangestranger

??? i was just asking whether PhysX should be implemented across the board, how am i a troll? you're a troll, if that's what you're doing.

Reply to ChronoBodi

Bull ***, this is flame bait if i ever saw it, google the topic, it has been discussed to death.

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Reply to strangestranger

oK, this thread was going along just fine until someone thought somehow this whole thread was offensive or some bull****.

All i was asking was whether Physx should be implemented on all GPUs, and the pros and cons of doing so. I do not know the history of said subject, so, by all means, this isn't meant to be a "flame bait" or whatever the internet forums call it.

Reply to ChronoBodi
- -1 +

PhysX creates an overhead that adds yet more cost to Nvidia gpu's at a time where they simply cannot afford luxuries.

Would ATI have liked to use it for free a year ago, perhaps with royalty payments to Nvidia? Maybe. Would that have helped make PhysX take off? Most certainly. Did it happen? No. Why didn't it? It's just another in a long line of terrible mistakes Nvidia have made in the past year.

Reply to jennyh
- 0 +

Proprietary standards seldomly win. Physx is a proprietary standard. OpenCL is coming, which will likely help do physics equally well on ATI, Nvidia, and Larrabee hardware.

My logic says Physx will never be universal.

Reply to Dekasav

chef7734 wrote :

Physx is not just gpu limited. Nvidia opened physx to anyone that wanted to implement it. it is available for ps3, xbox 360, wii, iphone to name a few.



For this discussion, that statement is incorrect, X360, Wii and iPhone have no more access to PhysX than a PC with an ATi graphics card, it's all CPU-dependant physics, and not GPU-accelerated physics. Even the PS3 uses it's CELL FPUs to emulate a PhysX PPU, thus robbing it of core resources.

GPU-accelerated PhysX is not open to anyone who wants to implement it, it's tied to CUDA, and then if you want to work with both only THEN can you have it. Not quite as open as other options are making themselves. However the threat of Havok has made nV talk about porting PhysX to OpenCL.

Quote :

Havok does not support hardware physics acceleration but they are working on ati stream that is basically like cuda which will enable hardware acceleration.



Havok isn't on stream, it's using OpenCL, and so it's not tied to ATi or nV in the same way that PhysX is tied to nV's CUDA. S3 could simply write their OpenCL drivers and run Havok, whereas to run PhysX they have to ask and agree to run CUDA on their hardware to thus enable PhysX.

The time for PhysX seems to have passed. If they made a truly 'killer app' implementation when they had the stage to themselves maybe they could've brought people into their closed eco-system, however time has allowed others to perfect their implementations and provide the promise of universal support. PhysX as it stand either has to adapt to equal those benefits or still take a final kick at the killer-app can.

Sofar NONE of the implementations mean much of anything, because their implementation are as 'realistic' for physics as virtual reality is anywhere near virtually real.

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Reply to TheGreatGrapeApe
- -1 +

That is b.s sdk is sdk does not matter if it is Havoc or physx sdk. The ability is there whether anyone wants to use it or not. Havok is not run on gpu so it would be the same as running physx sdk. It is funny that when the sdk of physx is mentioned someone comes off saying that it is not the same because it is run by the cpu. Why the hell do you think a sdk is. Havok SDK physx SDK. Neither one uses gpu's and is available for anyone to use.

Reply to chef7734

Quote :

it's all CPU-dependant physics

 

but its still PhysX, although not hardware-accelerated like what you just said.


Message edited by wh3resmycar on 04-24-2009 at 09:50:58 AM
Reply to wh3resmycar

Actually, the Wii, 360, and PS3 recently got PhysX support. The only reason ATI hasn't implemented support is becaues they don't want to support it.

As for the whole "proprietary standards" argument, which is more popular: DirectX or OpenGL?

As I said before, Non-linear physics, which is a necessity to get accurate physics effects, requires a large data bus to enable loading of mass amounts of data using a single LOAD operation in order to execute at a reasonable speed. Regardless of how fast a CPU's IPC is, if it can't load the necessary data in a timly manner, then how fast it is capable of doing the actual computations is meaningless.

A decent Physics implementation should be around as fast as rendering is, and we know what happens to FPS when you have the CPU start to render as well...Hovok, at best, implements standard 'textbook' liner-physics formula, just like every other standalone engine out there, which leads to limitations to how far you can take physics.

For example: Destorying an individual object once created is impossible under current physics implementations, unless the object is created with breakaway zones (Company of Heros, Battlefield: Bad Company), as opposed to dynamically destroying an object as it takes damage. I want an implementation that is capable of fully dynamic destruction of a solid object, and based only at the mathematical formula required, I have come to the conclusion that a CPU based implementation simply will not be able to constantly LOAD and EXECUTE the necessary data in a timly manner.

Also remember, any data sent to the CPU needs to be stored in its CPU registers prior to any mathematic formula being applied. As those registers are limited, you may only have access to one or two registers while playing a game (due to other resources eating the other registers). Hence why the GPU has an advantage: As GPU's use a higher bus length (128/256), you can theoretically send/hold more data (by segmenting a single 256bit register, you can hold 8 32-bit integers) at a single time, cutting down on how many LOAD operations (Instruction Cycles) needed to get, load, and execute the data. Hence why I feel a large data bus is a necessity for any decent implementation of a physics engine.

Message quoted 1 times
Message edited by gamerk316 on 04-24-2009 at 02:15:42 PM
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Reply to gamerk316
- -1 +

The 360 has PhysX support? I thought it was an ATI GPU

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Reply to rags_20

Heres what we need to know:
"Additionally, OpenCL has querying tools to test the compute capabilities of an individual platform, so that the processing requirements can be best tuned to the components within an individual computer - if a system has a middle-range CPU but a high-end GPU then the tasks can be biased towards the GPU. Alternatively if the system uses a performance CPU but a mainstream GPU then the tasks can be biased to the CPU so that the user can maintain the best graphics quality whilst still attaining good performance.

It should be noted that the demonstrations we have done to date have had zero impact on the Havok toolset itself. In other words, in this case the developer does not need to change anything from their point of view to enable GPU acceleration; it is entirely transparent. "
http://www.guru3d.com/article/inte [...] -baumann/4
There you have it. Its early on in dev, but ATI is doing it. Now, since Intel and ATI have decided on Havok, guess where that leaves Physx?

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Reply to jaydeejohn

Software and hardware physx support are two different things as has been pointed out, this topic is unfortunately about hardware physics for the millionth time, also unfortunate is that some people can't read.

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Reply to strangestranger

rags_20 wrote :

The 360 has PhysX support? I thought it was an ATI GPU



M$ owns the console though, so they won out in the end. There is nothing stopping PhysX from ATI GPU's except ATI itself. Hence the reason why Backbreaker, a console exclusive, will be the game that shows once and for all how far physics effects can be taken.

gamevideos.1up.com/video/id/18491

Havok can't touch that.

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Reply to gamerk316

gamerk316 wrote :

M$ owns the console though, so they won out in the end. There is nothing stopping PhysX from ATI GPU's except ATI itself. Hence the reason why Backbreaker, a console exclusive, will be the game that shows once and for all how far physics effects can be taken.

gamevideos.1up.com/video/id/18491

Havok can't touch that.



Why can't Havok touch that? There is no reason to believe the new Havok we see in the coming months won't be just as advanced as PhysX is now. Heck, there is no reason to believe that the current havok being implimente into the upcoming blizzard games wont be able to look like that given the right cpu/gpu. PhysX doesnt have any special powers, physics is just math afterall. The only reason Havok games don't show off physics as real as every day life is that that kind of computation required excessive parallel computing and it has to be stripped down to run a game.. the reason so many whant to do that sort of thing on the GPU.

Being a physicist I see computer simulations of real world physics every day. We have had programs that can effectively produce perfect physics in certain systems, such as convection in a star (we are talking calculating the motion of billions and billions of particles in a fluid) or the climate, for decades, and the equations for a hundred years. The only difference between what I ran on a super computer in school that took 3 days to compute and Havok/PhysX is that the latter are dumbed down to support their particular computing limitations. Obviosuly when you provide the engine with a more suitable coputing platform you can get more realistic simulations out of it for the same performance/ calculation time investment. Also, taking 3 days to render the next frame wouldn't be nice.. :D

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Reply to daedalus685

Effects =/gameplay.

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Reply to strangestranger

strangestranger wrote :

Effects =/gameplay.


No, they certainly are not, I'd kill for a game as immersive as deus Ex with todays graphics...

That being said though, it certainly would be cool to play a game with physics calculations equal to the sedement deposit and movement, or metal deformation I do at times.. (Ya I know it sounds lame). But imagine a game where sand behaved like sand or a building bends and folds into itself realistically!

It does bother me though that people think PhysX is something special. Its all the same math.. sure there is something to be said for an efficient program with tricks here and there to avoid useless computation.. but you can't patent calculus..


Message edited by daedalus685 on 04-24-2009 at 07:45:53 PM
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Reply to daedalus685

I am posting in this thread, nothing can be as lame as this.

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Reply to strangestranger

I supose lame is par for the course on a computer hardware forum :)

Speaking of the course.. it sure is ncie outside today, maybe get some golf in after work and see some real physics in action :D

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Reply to daedalus685
- 0 +

daedalus685 wrote :

I supose lame is par for the course on a computer hardware forum :)

Speaking of the course.. it sure is ncie outside today, maybe get some golf in after work and see some real physics in action :D




Lunacy! There are no physics in the real world! Physx is for games.

Reply to Dekasav

Quote :

Effects =/gameplay.



do you actually play a videogame?

lets take race driver grid for example. the "debris effect". you approach a corner differently if its loaded with debris from a crash, as oppose to one that is clean.

same with fightnight round 3, the "facial effects" alone with let you know if your opponent is gonna hit the canvass any second.

the same way with any "real time explosion effect" from a nade/bomb/GL, the proximity of the explosion will let you determine the safe distance (ie, the old cs, cs:source, cod4, cod5 to name a few, quake3's old rocket launcher is also a good example).

well the statement you posted above is correct if you're still hell bent on playing text-based games, which is so 1991.

you are lame.

Reply to wh3resmycar

EXCUSE ME!!!!!!!!!!!!!!!!!!

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Reply to strangestranger

Have you been under a rock this last few years?

The whole point of this physics hype was that it was meant to bring extra gameplay physics. Ever since half life 2 was released people have been wanting more and the gpu was meant to allow that, not some graphical effects that can be done quite easily enough by a cpu, yes, nvidia will tell you you need the gpu to do it but what they won't tell you is that the cpu plus some extra effects added on can do the same thing at a fraction of the calculation cost.

The only reason a gpu is needed is to do accurate physics which will effect gameplay, this ius what this whole topic has been about for years but so many sheep follow nvidia and accept there failings.

Get a brain and do some reading, this is not about efects, effects do not need accuracy they need high powered gpu's for graphics not calcs.

Until gameplay physics arrive which make a difference and cannnot legitamitely be done on a cpu(i.e not a bunch of useless extra calcs added in) then this whole subject is worthless as far as gaming is concerned.

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Reply to strangestranger

Quote :

this ius what this whole topic has been about for years but so many sheep follow nvidia and accept there failings.



years? last i check nvidia GPU's just started doing physX last year. and its PhysX/Nvidia's fault that we dont see gameplay physics? but we should leave havok and other in-house physics engine out of this?

oh puhlease dont blame the physics engine, blame the game developer. the api is just a tool. the same way you dont blame the brush and the canvass for a bad painting, you blame the artist. the same way you dont blame the programming language from a crappy app, you blame the programmer.

somebody mentioned here thats theres no 'physx killer-app" the same way that theres no "havok killer-app" eh?

Quote :

Until gameplay physics arrive which make a difference and cannnot legitamitely be done on a cpu(i.e not a bunch of useless extra calcs added in) then this whole subject is worthless as far as gaming is concerned.



so what do you suggest? that developers remove in-game physics from all the games till we get that "gameplay physics" you're talking about?

as far as this thread is concerned the threadstarter somehow found himself impressed with PhysX, is it his fault?

unless you skip the part where you think about gpu/cpu calculations and instead play the game, you might not actually be lame at all. oops i just noticed, you're an ATI fanboy, ouch.

Reply to wh3resmycar

Sigh, go and read all the previous physics posts, you may learn something.

Gpu's being used for something other than graphics has been around for a while and we have been discussing it's possibilities here including gpu based physics.

Long before nvidia bought ageia there was there physx card but there was also support for havocfx, which was the effects based gpu physics. That still wasn't good enough then, and isn't now.

Like i said ever since halflife 2 and before people have been wanting more realism in games and gpu's seemed the perfect hardware to help deliver it.

Physx does not equal physics. This whole debate will not end till we have a way to implement physics that matters.

Oh and whilst i am an Ati fan, i think you are misreading my personal quote, ati forever has nothing to do with stating i am a fanboy and all to do with me not calling ati AMD.

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Reply to strangestranger

"Oh and whilst i am an Ati fan, i think you are misreading my personal quote, ati forever has nothing to do with stating i am a fanboy and all to do with me not calling ati AMD. "
My thoughts as well

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Reply to jaydeejohn

RIP ATi *salutes*

Reply to randomizer

ATI ain't dead, it's still obviously selling the Radeon cards, they're just swallowed up by AMD, that's all... or am i missing something?

Reply to ChronoBodi

The ATi branding is gone, therefore as far as many are concerned they are "dead."

Reply to randomizer

Quote :

This whole debate will not end till we have a way to implement physics that matters.



actually it'll end if fanboys will stop choosing sides and instead just play the game.

physX/havok/inhouse physics engine is essential to a pc video game. well unless you're stuck on bookworm.

like i said, you're bashing the sdk's, instead of bashing the developers on why they came up short on adding "gameplay physics".

advancement on videogame physics is on the rise anyway. it may not be that long eh?

Quote :

Like i said ever since halflife 2 and before people have been wanting more realism in games and gpu's seemed the perfect hardware to help deliver it.



you keep missing the point, the implementation of gpu-accelerated physX just happened last year.

Quote :

Sigh, go and read all the previous physics posts, you may learn something.



i did, and what i learned is that you might me from the future, or you might be smoking crack.

Quote :

this ius what this whole topic has been about for years but so many sheep follow nvidia and accept there failings.



physx was acquired by nvidia last feb 2008. eh? you must let us borrow your delorean or d'ya have bill and teds phone booth?

Reply to wh3resmycar

Where the hell are you getting this idea that i am saying there should be no in game physics?

Also, who the hell cares about physx, i am talking about gpu physics.

You seem to think that shiny effects are a good thing, they ain't. Shiny effects do not need physics calculations, gameplay physics require calculations and we need something that can deliver those.

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Reply to strangestranger

Quote :

You seem to think that shiny effects are a good thing, they ain't. Shiny effects do not need physics calculations, gameplay physics require calculations and we need something that can deliver those.



you tell that too to the TS, he enjoyed those games that has those shiny effects that you're talking about. or do you spend most of your time with that 4870x2 thinking where the graphics calculation is happening?

and oh shiny effects. ive read that before from someone. shiny effects that moves/reacts need physics calculations though didnt that occur to you?unless you've have been able to come up with the very first algorithm in the world that does not calculate.

Quote :

Physx does not equal physics.



^ according to you. so what is PhysX exactly?

Quote :

Also, who the hell cares about physx, i am talking about gpu physics.



^ ???


like what i've said, if you'd just quit thinking where the calculation is happening and instead focus on playing the game, you might quit posting crackpot post like this :

Quote :

this ius what this whole topic has been about for years but so many sheep follow nvidia and accept there failings.



which concludes that you do care about physX. and the word "years" up there is crapazoola.


Quote :

Where the hell are you getting this idea that i am saying there should be no in game physics?



didnt you posted this?:

Quote :

Until gameplay physics arrive which make a difference and cannnot legitamitely be done on a cpu(i.e not a bunch of useless extra calcs added in)



physics already does make a difference, although not as prevalent as you want it to be. and useless? lol. name a game where a physics effect is useless or somehow made the game bad? as far as reality is concerned, physics enhanced videogames, not take something away from it.

one thing puzzles me though, ATI FANBOIS always bash PHYSX, but the fact is not all of them experienced GPU-Accelerated Physx firsthand. weird. or maybe there closest experience is the medge video??

Reply to wh3resmycar

Effects, do not need to be exact, they can be done on a cpu no problems, you do not need the power of a gpu to do that sort of calculations.

Tell me this, how can an effect be useful if it does not change anything in the game and why do you need a gpu do do it.

Physics, must affect the game, if i shoot something, for it to be physics, it must interact with an object, not jsut show an effect of interacting without any consequence.

I do not think you actually understand what we are debating.

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Reply to strangestranger

http://www.youtube.com/watch?v=gLg [...] re=related

This subject goes back further than this, but years is not crapazoola. It has occured to me that you honestly think GPgpu and more directly gpu physics started with nvidia and their cuda, purchasing ageia.

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Reply to strangestranger

Quote :

Tell me this, how can an effect be useful if it does not change anything in the game and why do you need a gpu do do it.

 

because its add something to the experience? unlike you i'd rather enjoy the game. instead of telling myself "oh bummer! i cant be enjoying this, its not calculated the way its supposed to be!".

 

i played the first part of medge with physX on (i mistakenly forgot to turn it off), the shattering glasses, which surprised me as i have an ATI card, added a sense of rush, especially when the chopper was approaching on the side of the building shooting at me. it sort of told me: "you gotta go quick buddy, bad guys are coming at ya", it lead shortly to a BSOD though. now if you're going to argue that, it doenst make a difference because of some calculation conundrum that you're trying to explain, tell that to yourself because i aint buying that crap. it did make a difference in my GAMEPLAY EXPERIENCE.

 
Quote :

I do not think you actually understand what we are debating.

 

im debating about the crapazoola that you're preaching. effects=\ gameplay. along with some other physics issue. what about you? still blaming the hammer and nails for a crappy house?

 


Message edited by wh3resmycar on 04-26-2009 at 07:15:24 PM
Reply to wh3resmycar

I give up, you clearly do not understand the difference between gameplay and effect based physics.

I have never mentioned anything about calculation accuracy nor do i see how it is relevant to the discussion.

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Reply to strangestranger

Quote :

I give up, you clearly do not understand the difference between gameplay and effect based physics.



i do, i just dont get what warrants the terms useless and "dont matter" to the current "effects" based physics implementation that you're crying about. the only response i get from you is "calculations". i really dont understand why the fanboys are blaming an API instead of the people who're using it, i really dont.

and you honestly think that the link you posted above is gameplay physics? because according to you nvidia failed somehow. dont phsyx has a demo similar to that? but then again i have to find a tech demo from any tech company that looked bad. those are what tech demos are supposed to do, tell half of the story, impress the onlookers. and 3 years and counting we still dont see any similar implementation from ati in any videogame to date and yet nvidia failed.

Quote :

This subject goes back further than this, but years is not crapazoola. It has occured to me that you honestly think GPgpu and more directly gpu physics started with nvidia and their cuda, purchasing ageia.



years is crapazoola, where talking gpu-based physics here, the first consumer level (which is the only part im interested in, because thats the one that concerns me, im a gamer not, a nuclear physicist) only came up last year. and if you somehow wasted your time discussing/debating "unreleased" hardware/software about gpu-based physics 10 years ago i wouldnt care, you and your buddies mustve flooded an awful amount of FUD.

and you mustve missed something, everything you see inside your lcd panel is an "effect". graphics effects / sound effects / physics effects. so gameplay physics is indeed an effect. you cant recreate nature inside a videogame, at least not yet, but we're getting there.

what concerns me is this:

Quote :

Physics, must affect the game, if i shoot something, for it to be physics, it must interact with an object, not jsut show an effect of interacting without any consequence.



fire up half-life2, shoot a bottle of wine. now what consequence would you want to see? to have jesus come up after shooting it?

Reply to wh3resmycar

From the very start of this "debate" you have not got one thing i have said.

All i said was that effects do not equal gameplay.

Can you name me one game, one game where the physics cannot be done on a cpu, one game and tell me why.

What effects cannot be done using a cpu/gpu combo?

------------------------------ I'm a git, deal with it.

Antec 1200,PC Power & Cooling 750,Gigabyte DS4-x48,Intel Q9550@3.4 W/Xigmatek S1283,8GB OCZ DDR2 800,ATI 4870X2,X-FI>CA 640C amp>Tannoy R300/Senn 595's
Reply to strangestranger

wow, okay, this is indeed getting out of hand...
hell, this makes me laugh. I created a thread to see what people know whether Physx can be used in more games, and it turned into this stupid bickering contest between this "strangestranger" guy and some other guy.

who cares about calcuations? for all i care, it looked pretty good compared to standard CPU physics. How about the box in HL2? i noticed it only breaks into a few breakaway pieces? What about it breaking into more pieces based on how you destroy it? There's nothing wrong with improving something at all.

Reply to ChronoBodi

Thats my beef as well. If gpus raise to the level where using physics ala gpu wont effect perf/fps, then go for it, and Im not talking about what can be done with cpus, since having 4 cores is at this time, pointless for the most part for gaming, and SMT, and having 6 cores or more leans towards the cpu anyways.
For a true game making physics need, whether done by cpu or gpu to happen, itll require alot more than what currently is being done, and also, will blow away what currently we have. So, the question is, what do we tap for power/usage to get to this level? Gpus are still getting faster, while cpus are getting wider. Theres an infetismal amount of cpu power in the future, can the same be said for gpus?

------------------------------ I went drifting, thru the capitols of tin, where men cant walk and cant freely talk, and sons turn their fathers in
Reply to jaydeejohn

What use would a box breaking into a few more pieces be?

Shrapnel from a grenade yes, but as of right now, gpu's don't do that, they may show lots of pieces but that is not physics, it has no impact on anything else.

That is my point, making things appear to smash inot smaller pieces is not an advance, you do not need to calculate the positions of each of those pieces unless they do something, right now, you ony need to calculate maybe a few and then generate 10 other pieces t follow it, doesn't take massive amounts of power and you couldn't tell the difference if it was done by a cpu or gpu.

------------------------------ I'm a git, deal with it.

Antec 1200,PC Power & Cooling 750,Gigabyte DS4-x48,Intel Q9550@3.4 W/Xigmatek S1283,8GB OCZ DDR2 800,ATI 4870X2,X-FI>CA 640C amp>Tannoy R300/Senn 595's
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Tom's Hardware > Forum > Graphic & Displays > Graphics Cards > Should PHYSX be universal? (both ATI & NVIDA)
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