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+1,
Looked like the new unreal engine can deliver gpu physics outwith PhysX, it was evident on the PS4 demo vid, it's not confirmed, but it's looking like it.
I seriously hope this "never before seen" tech isn't rendering hair... which was done by nVidia a LONG time ago...
Its possible theres a PhysX path for the GPU on the PS4 if the GPU has been built with compute in mind (which raises some interesting questions) PhysX in software on the consoles has been possible for awhile. The primary physics path on Unreal Engine 4 is PhysX but there are also interfaces for Open CL, etc. if a developer decides to use them (not sure theres actually any other fully working physics pipeline available at this time tho unless a developer implements it themselves).
Seems to be one of the focuses for unreal engine at the moment, with UDK theres an abstraction layer between the designer implementation and the target platform or API thats actually used for many things and Unreal Engine 4 seems to have pushed that further so that the developer isn't necessarily forced to use a specific API/backend for features like physics, lighting, etc.
Are you talking to me Dave?
I'll answer anyway.
Its benchmark stable. Its not long term stable. Max my card can do without artifacts is around 1300 core and 1823 memory.
I seriously hope this "never before seen" tech isn't rendering hair... which was done by nVidia a LONG time ago...
given intel own havok, i'd still like to know how the ps4 runs havok
There are games that use the tech behind it for various objects, not sure if theres any game that uses it as hair like in the demo tho. (Theres a few random/obscure korean/japanese games that use PhysX/ApeX a lot more extensively than most mainstream AAA titles).
can you give some examples? i'd really like to see the hair thing in a game. just remembered the videos nvidia put out 2 years ago where they claimed games were gonna start having way better hair physics and it just never happened (or never came into the mainstream?) o.o
Talking beyond simple rigid body physics before anything will replace PhysX it needs to prove itself first - way too many Physic APIs have been big headlines and then dissolved away to nothing with not enough support and development put behind them to make it to maturity.
Can't remember specific examples off the top of my head, theres a few like passion leads army, etc. but I can't remember which use which effects.
Looks like GPU Phyics is finally running on the AMD GPU.
Well an AMD only physics API isn't a good thing either, it wouldn't be as bad as nVidia's PhysX based solely on the fact that all the consoles could use it, but it still wouldn't be a good thing.
I see it the same way, but this isn't a move by AMD. This was always going to happen really, since most games are developed for the lowest common denominator, game-changing physics was never going to happen until consoles had the ability to do hardware physics.
Now that they have the ability to do it, it can be used properly in ways that change game play significantly, and the fact that all consoles use AMD mean that it'll never be PhysX that gets the marketshare there because nVidia do not concede, they will likely continue to try and push it, but it will largely be ignored because it wouldn't make any sense at all to use it.
This is why I love the release of new consoles with significantly more power than their predecessors, because real game-changing things happen, the average graphical quality gets a massive boost, and PC hardware gets utilised better until it massively overtakes console hardware again.
The GTX 6## is OpenCL compatible, tho its junk, a 7850 is a fast as a GTX 680, if not faster.
There in lays the problem, Developers have X power to work with, only do then find X brings the other one to a grinding halt.