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Much appreciated. An interesting perspective on the CUDA stuff as well - I work for a financial services company and we're potentially looking at architectures that can do a lot of SMP for backhaul stuff. Increasingly it appears that lots of companies are doing this kind of thing, and I'd have expected AMD to at least have some kind of foothold in this area.
Thanks for the info though - appreciated.![]()
Gotcha... so as a question the destructible pretties I see on BF3 with my GTX580 aren't going to be there when I go 7990/7970 Crossfire when they come out next year?
Most games don't use physx, and most games that do use physx don't use hardware accelerated physx, and I'd say most of the destructible environment games around at the moment don't use physx.
People keep getting caught up in physx like it was something new and could bring new levels of something or other to gaming. It can't.
It CAN, but often doesn't, bring new levels of accuracy in physics in a game. Problem is, computers that search for oil or predict the weather need ultra accuracy, ALL gaming does NOT need any such level of accuracy. With physx you're paying the performance penalty of accuracy, without the slightest need for it.
In real time you CAN NOT tell if that shattered piece of glass would have fallen a bit to the left, or a bit to the right, or bounced half an inch or 0.4498 inches off the ground. You can't tell the difference between falling with 10g acceleration or 9.81g acceleration.
Games DO NOT need high levels of accuracy and that is ALL physx brings. I think its what, 6-7 years ago now that Ageia were showing off video's of a single screen NOT in a game and ONLY doing the physics for a piece of cloth rippling, we've still not seen this level of detail in game, and won't for years upon years, because you've actually got to render the game and deal with vastly more on screen than a single item. The theoretical applications of physx are pretty widespread, the problem is, gaming won't use pretty much any of them, its a complete waste.
Destructible environments are NOT hard to implement, they are a design issue, not a physics issue. Look at skyrim, how massive it is and how long it would take to make each individual wall and house and castle/keep/whatever, now ask the designer to quadruple his design time by making another version of it that is fully destructible, its simply not feasible. There isn't and hasn't really been anything complicated or impossible in terms of game physics for a decade. its simply about design time, implementation and where to focus the dev's efforts. Fully destructible walls, on a game 1/5th the size or less destructible walls, and a game 5 times as big, the choices are pretty simple most of the time.
The biggest limit in game design, by a MASSIVE margin, is man hours in the game, both because more hours worked increases costs, reduces profit and increases time to market, meaning, when the game comes out with great added features, its also 2 years to late and looks dated.
There are a few key examples of games that try to do too much, end up behind and keep trying to catch up, Duke Nukem Forawful is the best example of that.
Most games don't use physx, and most games that do use physx don't use hardware accelerated physx, and I'd say most of the destructible environment games around at the moment don't use physx.
People keep getting caught up in physx like it was something new and could bring new levels of something or other to gaming. It can't.
It CAN, but often doesn't, bring new levels of accuracy in physics in a game. Problem is, computers that search for oil or predict the weather need ultra accuracy, ALL gaming does NOT need any such level of accuracy. With physx you're paying the performance penalty of accuracy, without the slightest need for it.
In real time you CAN NOT tell if that shattered piece of glass would have fallen a bit to the left, or a bit to the right, or bounced half an inch or 0.4498 inches off the ground. You can't tell the difference between falling with 10g acceleration or 9.81g acceleration.
Games DO NOT need high levels of accuracy and that is ALL physx brings. I think its what, 6-7 years ago now that Ageia were showing off video's of a single screen NOT in a game and ONLY doing the physics for a piece of cloth rippling, we've still not seen this level of detail in game, and won't for years upon years, because you've actually got to render the game and deal with vastly more on screen than a single item. The theoretical applications of physx are pretty widespread, the problem is, gaming won't use pretty much any of them, its a complete waste.
Destructible environments are NOT hard to implement, they are a design issue, not a physics issue. Look at skyrim, how massive it is and how long it would take to make each individual wall and house and castle/keep/whatever, now ask the designer to quadruple his design time by making another version of it that is fully destructible, its simply not feasible. There isn't and hasn't really been anything complicated or impossible in terms of game physics for a decade. its simply about design time, implementation and where to focus the dev's efforts. Fully destructible walls, on a game 1/5th the size or less destructible walls, and a game 5 times as big, the choices are pretty simple most of the time.
The biggest limit in game design, by a MASSIVE margin, is man hours in the game, both because more hours worked increases costs, reduces profit and increases time to market, meaning, when the game comes out with great added features, its also 2 years to late and looks dated.
There are a few key examples of games that try to do too much, end up behind and keep trying to catch up, Duke Nukem Forawful is the best example of that.
People keep getting caught up in physx like it was something new and could bring new levels of something or other to gaming. It can't.
It CAN, but often doesn't, bring new levels of accuracy in physics in a game. Problem is, computers that search for oil or predict the weather need ultra accuracy, ALL gaming does NOT need any such level of accuracy. With physx you're paying the performance penalty of accuracy, without the slightest need for it.
Destructible environments are NOT hard to implement, they are a design issue, not a physics issue. Look at skyrim, how massive it is and how long it would take to make each individual wall and house and castle/keep/whatever, now ask the designer to quadruple his design time by making another version of it that is fully destructible, its simply not feasible.
It absolutely can - the API can provide physics waaay beyond what we have seen in anything to date... its unlikely to happen for a number of reasons but its perfectly capable of it.
You really don't understand PhysX.
You really really don't understand PhysX... the whole point of using a physics engine like PhysX is that it makes it a lot easier to implement physics wholesale, rather than spending time building specific instances of scripted physics with simple rigid body calculations or even more primitive physics simulations. Granted even with ApeX making something like skyrim with a high level of destructable physics throughout the gameworld would still be a fairly big effort.
I'll quickly link to ApeX as its a lot easier than trying to explain it all in depth myself http://developer.nvidia.com/apex-destruction hopefully that gives you enough of an idea without me having to make 2 pages worth of posts explaining PhysX.
By using these kind of physics engines doing something like: http://www.youtube.com/watch?v=9lCkB77it-M&feature=player_embedded it perfectly possible on a large scale, circumventing the design issues that would exist with traditional approaches.
EDIT: While you post isn't without its merit, you seem to be entrenched in an extremely outdated view of PhysX that hasn't really been true since the Novodex days - super accurate simulation was given up a long time ago for what works best in a game environment.