I've been a very strong proponent of GPU accelerated physics over the years, and I've gotten into many debates and arguments with tons of people on this forum and others about the subject..
Recently something happened though which caused me to change my favorable opinion towards GPU accelerated physics, in favor of good old CPU physics. Metro Last Light Redux is what caused this shift in opinion. Unlike the original which used PhysX 2.8x, Metro Last Light Redux uses PhysX 3.3 and runs EXTREMELY well on the CPU.. In fact, I am shocked at how optimized PhysX 3.3 is for the CPU. It takes great advantage of not only multithreaded processors, but also SIMD extensions like SSE4 and AVX.
The multithreading and SIMD support speed it up tremendously, and it processes the extra physics effects like debris, destruction, cloth, fog etcetera from enabling the Advanced PhysX option in the menu without a hitch or any slow downs; at least on my rig..
This is an indication of future trends as NVidia and Intel aggressively optimize their physics middleware solutions for the latest SIMD extensions; and as CPUs get fatter cores, wider vectors, more cores and threads, I don't see CPUs having any problems delivering more immersive and complex physics in future games..
The Witcher 3 and Batman Arkham Knight will be the games to watch next year, as both will use the latest software PhysX heavily. Even from the footage that we've seen so far, the Witcher 3's physics looks very impressive and it's all running on the CPU.
I never used to believe the CPU could even come close to matching a GPU in physics, but now I think otherwise! Of course there's always going to be somethings where the GPU will just always be better as it just has too much of a raw processing power advantage. Full real time processing of demanding effects such as fog, smoke, fluid etcetera will likely remain dependent on the GPU for some time.
On the other hand, both PhysX and Havok are employing some sophisticated partial or approximated simulations for these demanding effects that look just as good as fully processed real time simulations on the GPU, though they're not as interactive. I was especially impressed with the ambient mist and smoke effects in Metro Last Light Redux, and those were approximations as far as I could tell.
Anyway, I can't wait to see the evolution of both PhysX and Havok. At the moment, it seems Physx has the advantage because I have yet to see a game that uses Havok equal the software PhysX found in Metro Last Light Redux.. Perhaps AC Unity will be the first?
Recently something happened though which caused me to change my favorable opinion towards GPU accelerated physics, in favor of good old CPU physics. Metro Last Light Redux is what caused this shift in opinion. Unlike the original which used PhysX 2.8x, Metro Last Light Redux uses PhysX 3.3 and runs EXTREMELY well on the CPU.. In fact, I am shocked at how optimized PhysX 3.3 is for the CPU. It takes great advantage of not only multithreaded processors, but also SIMD extensions like SSE4 and AVX.
The multithreading and SIMD support speed it up tremendously, and it processes the extra physics effects like debris, destruction, cloth, fog etcetera from enabling the Advanced PhysX option in the menu without a hitch or any slow downs; at least on my rig..
This is an indication of future trends as NVidia and Intel aggressively optimize their physics middleware solutions for the latest SIMD extensions; and as CPUs get fatter cores, wider vectors, more cores and threads, I don't see CPUs having any problems delivering more immersive and complex physics in future games..
The Witcher 3 and Batman Arkham Knight will be the games to watch next year, as both will use the latest software PhysX heavily. Even from the footage that we've seen so far, the Witcher 3's physics looks very impressive and it's all running on the CPU.
I never used to believe the CPU could even come close to matching a GPU in physics, but now I think otherwise! Of course there's always going to be somethings where the GPU will just always be better as it just has too much of a raw processing power advantage. Full real time processing of demanding effects such as fog, smoke, fluid etcetera will likely remain dependent on the GPU for some time.
On the other hand, both PhysX and Havok are employing some sophisticated partial or approximated simulations for these demanding effects that look just as good as fully processed real time simulations on the GPU, though they're not as interactive. I was especially impressed with the ambient mist and smoke effects in Metro Last Light Redux, and those were approximations as far as I could tell.
Anyway, I can't wait to see the evolution of both PhysX and Havok. At the moment, it seems Physx has the advantage because I have yet to see a game that uses Havok equal the software PhysX found in Metro Last Light Redux.. Perhaps AC Unity will be the first?
