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PhysX87: Software Deficiency

metalmackey said “Dirt2 has cloth and water. So I think tearable cloth and liquids could be done using dx11.“
I just had a very quick look and did not see 3d liquid or fully dynamic cloth that’s tears or you can interact with. It’s just the normal fake CPU stuff.


Freddie1980 Said “No need to be pedantic, DX11 is used in about 95% games and it is the industry the standard.”
It’s used in well under 1% if not under 0.5% of games and is a long way from the industry standard
 
Freddie1980 Said “No need to be pedantic, DX11 is used in about 95% games and it is the industry the standard.”
It’s used in well under 1% if not under 0.5% of games and is a long way from the industry standard

I think it's safe to assume he meant directX in general, not one specific iteration. There's a huge difference between a widely used, h/w unrestricted API, and one that's restricted to a single hardware manufacturer. Oh, and WB :)
 
metalmackey said “Dirt2 has cloth and water. So I think tearable cloth and liquids could be done using dx11.“
I just had a very quick look and did not see 3d liquid or fully dynamic cloth that’s tears or you can interact with. It’s just the normal fake CPU stuff.


Freddie1980 Said “No need to be pedantic, DX11 is used in about 95% games and it is the industry the standard.”
It’s used in well under 1% if not under 0.5% of games and is a long way from the industry standard

Typo, I meant Directx in general as an API.
 
Dirt2 has cloth and water. So I think tearable cloth and liquids could be done using dx11.

If someone ported a physics API to directcompute or with highly specific solvers (i.e. verlet program). But that makes your usage of the effects very restricted.
 
If someone ported a physics API to directcompute or with highly specific solvers (i.e. verlet program). But that makes your usage of the effects very restricted.

I'm no expert (far from it LOL) but if Nvidia ported PhysX to use the GPU, couldn't a physics API be ported to directcompute in a similar way?
 
Its just a case of someone putting in the leg work to port it over, support and continue development on it. I'm far from an expert on it myself but I do have some experience implementing physics at the API level.
 
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