• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Fermi has 480 shaders, 675MHz+ clock

Once devs start using multi-threaded CPU PhysX properly we shouldn't really need a nvidia card present to get decent performance.

fluidmarkgraph.jpg


http://physxinfo.com/news/2390/new-physx-fluidmark-1-2-first-tests/

Of course in a game you wouldn't be able to use 100% of a CPU for PhysX but most games barely use more than 2 cores, which on an i7 or hex core system leaves plenty of available CPU power to run multi-threaded physX too.

interesting, hope this happens.

also got me thinking with quad and new 6 cores could someone write code to get the current gfx based physx stuff from games onto CPU so even an amd card can use it ?
 
We wont get multi threaded Physx because Nvidia drivers dont allow it. They are keeping Physx locked to function exclusively on Nvidia hardware.
 
Once devs start using multi-threaded CPU PhysX properly we shouldn't really need a nvidia card present to get decent performance.

fluidmarkgraph.jpg


http://physxinfo.com/news/2390/new-physx-fluidmark-1-2-first-tests/

Of course in a game you wouldn't be able to use 100% of a CPU for PhysX but most games barely use more than 2 cores, which on an i7 or hex core system leaves plenty of available CPU power to run multi-threaded physX too.

Even with a fully threaded CPU implementation - your limited on the number of soft body, fluid effects, etc. you can run... a highly specialised solver can manage physics on 2000-4000 RBs and a handful of ragdolls - but a general purpose physics API will hit the ceiling at about 200-300 on a 3gig quad core and maybe 500 or so on a hyper threading i7 and thats not even including other effects.

Sure CPUs can manage anything we've seen in games so far, even those using GPU/hardware physics but hardware phyiscs is capable of so much more.
 
Even with a fully threaded CPU implementation - your limited on the number of soft body, fluid effects, etc. you can run... a highly specialised solver can manage physics on 2000-4000 RBs and a handful of ragdolls - but a general purpose physics API will hit the ceiling at about 200-300 on a 3gig quad core and maybe 500 or so on a hyper threading i7 and thats not even including other effects.

Sure CPUs can manage anything we've seen in games so far, even those using GPU/hardware physics but hardware phyiscs is capable of so much more.

Everything has a limit as long as its got enough to do the job that its intended for then that's all that matters.
 
Back
Top Bottom