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I haven't seen a hardware implementation yet that was without serious performance issues even when you had a dedicated GPU/PPU for the job. Just look at Borderlands 2 which was supposed to be the poster child of hardware PhysX. Very cool effects but serious performance issues in certain parts of the game.Loads of games still use software PhysX including a good few new releases very few however use hardware PhysX which is a shame.
It's hardware accelerated on the GPU by default.
You can choose in the Nvidia control panel.
GPU-accelerated PhysX is dead. That setting only affects legacy implementations from back when it was a thing. Arkham Knight is the last game I can remember with actual GPU-accelerated PhysX and that was over five years ago. Newer games (like Metro Exodus) have PhysX, but the vendor-agnostic software version that runs on the CPU.It's hardware accelerated on the GPU by default.
You can choose in the Nvidia control panel.
GPU-accelerated PhysX is dead. That setting only affects legacy implementations from back when it was a thing. Arkham Knight is the last game I can remember with actual GPU-accelerated PhysX and that was over five years ago. Newer games (like Metro Exodus) have PhysX, but the vendor-agnostic software version that runs on the CPU.
Run better how?Hmm... Are you sure? I'm not quite sure about that. Sure it might run on the CPU but it will run better on the GPU.
Quite sure. Feel free to fire up a game using the CPU-based implementation of PhysX for yourself and test both options. There is no performance impact either way by toggling it, as the "PhysX" it refers to (i.e. the GPU-accelerated PhysX that only supported Nvidia GPUs) is essentially a different thing to the PhysX that's used today, which is open source middleware that runs on any setup and is integrated into engines like Unity and UE4. Maybe they should have rebranded it to avoid this confusion.Hmm... Are you sure? I'm not quite sure about that. Sure it might run on the CPU but it will run better on the GPU.
Quite sure. Feel free to fire up a game using the CPU-based implementation of PhysX for yourself and test both options. There is no performance impact either way by toggling it, as the "PhysX" it refers to (i.e. the GPU-accelerated PhysX that only supported Nvidia GPUs) is essentially a different thing to the PhysX that's used today, which is open source middleware that runs on any setup and is integrated into engines like Unity and UE4. Maybe they should have rebranded it to avoid this confusion.
I don't really know how many more times I can say it, but you're wrong. That setting only affects games using legacy, GPU-accelerated PhysX, which no new title has used in years as far as I know. Modern PhysX runs on the CPU only. It cannot and does not run on the GPU, no matter how you set the option in the Nvidia control panel. Feel free to do your own research on the subject, feel free to test it yourself, or feel free to just believe whatever you want to believe. Those are the facts though.Yes you are correct. I remember now. Physx was open sourced. However I think on Nvidia cards Physx is executed on the GPU not on the CPU. If you go in to the Nvidia control panel you will find a section on Physx which gives you a choice where you want Physx to be executed and it defaults to the GPU in the presence of a Physx capable card.
I don't really know how many more times I can say it, but you're wrong. That setting only affects games using legacy, GPU-accelerated PhysX, which no new title has used in years as far as I know. Modern PhysX runs on the CPU only. It cannot and does not run on the GPU, no matter how you set the option in the Nvidia control panel. Feel free to do your own research on the subject, feel free to test it yourself, or feel free to just believe whatever you want to believe. Those are the facts though.
PhysX will now be the only free, open-source physics solution that takes advantage of GPU acceleration and can handle large virtual environments.
The PhysX SDK is a scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs.
It’s already integrated into some of the most popular game engines, including Unreal Engine (versions 3 and 4) and Unity3D.
GPU Rigid Bodies is a new feature introduced in PhysX 3.4. It supports the entire rigid body pipeline feature-set but currently does not support articulations. The state of GPU-accelerated rigid bodies can be modified and queried using the exact same API as used to modify and query CPU rigid bodies. GPU rigid bodies can interact with clothing and particles in the same way that CPU rigid bodies can and can easily be used in conjunction with character controllers (CCTs) and vehicles.
GPU rigid bodies can provide extremely large performance advantages over CPU rigid bodies in scenes with several thousand active rigid bodies. However, there are some performance considerations to be taken into account.
PhysX rigid body simulation can be configured to take advantage of CUDA capable GPUs under Linux or Windows. This provides a performance benefit proportional to the arithmetic complexity of a scene. GPU acceleration extensions are provided as an optional binary DLL. It supports the entire rigid body pipeline feature-set but currently does not support articulations. The state of GPU-accelerated rigid bodies can be modified and queried using the exact same API as used to modify and query CPU rigid bodies. GPU rigid bodies can easily be used in conjunction with character controllers (CCTs) and vehicles.
Haven't been in here for a few weeks, what's the latest?
Lots of chat about consoles, TVs and now physx
Passes the time whilst awaiting more scraps of news. Only so many times you can post about the speculation of price over performance
It is more fun talking about all the awesome features like PhysX Nvidia bring to usThread should be left to die then until something leaks.