gorobei
Diamond Member
- Jan 7, 2007
- 4,117
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the only chance physx had of becoming a defacto standard was when they got the UE3 to support it natively and the next gen console gpu was up for grabs. if nv had been able to get their gpus into all the consoles, all the game devs would have used physx since it was part of UE, more or less free, and available on all the systems of the installed base of console-users/game-buyers.
that chance died when amd got all 3 consoles. if havoc is openCL available at low enough cost, coding for cpu/apu game dynamics will likely be more prevalent since any ports back to pc means you can use intel execution units or amd apu/gcn as they are guaranteed to be present.
game devs are opportunistic. most common denominator hardware spec determines maximum number of possible sales. cutting the possible sales in half or a third by requiring physx for non trivial dynamics(walls destroyed, bridges burned, rubble blocking a door) is pure suicide unless nv or amd pays them enough to offset the loss in sales. thats why they code 2 paths: non physx (for 100% of user/buyers) and physx (for xx% subset of users/buyers) so they dont lose sales and because nv pays for putting in the physx code.
that chance died when amd got all 3 consoles. if havoc is openCL available at low enough cost, coding for cpu/apu game dynamics will likely be more prevalent since any ports back to pc means you can use intel execution units or amd apu/gcn as they are guaranteed to be present.
game devs are opportunistic. most common denominator hardware spec determines maximum number of possible sales. cutting the possible sales in half or a third by requiring physx for non trivial dynamics(walls destroyed, bridges burned, rubble blocking a door) is pure suicide unless nv or amd pays them enough to offset the loss in sales. thats why they code 2 paths: non physx (for 100% of user/buyers) and physx (for xx% subset of users/buyers) so they dont lose sales and because nv pays for putting in the physx code.
