Modelworks
Lifer
- Feb 22, 2007
- 16,240
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Originally posted by: Scali
Originally posted by: Modelworks
AMD lacks Havok support ? In what way ?
You do know that Havok has been able to use GPU acceleration since 2006 ? It was used for about 6 months then it was determined that the GPU of the time were too slow compared to the cpu so they closed that department and focused on the cpu.
You mean Havok FX? As far as I know it never left the Havok lab, and certainly was never used in any game.
Besides, as the name itself says, it was for effects only, mainly some particles and things.
PhysX can't be compared to that, because it's a complete physics solution for the PPU/GPU, not just some eyecandy.
Cellfactor was an excellent example of that... it used tons of rigidbody collisions that a CPU (and as such Havok FX) could never handle.
Read what I said. It was never pursued because there was no benefit at the time. The main strength of physx is particles anyway, so in that way it and havok fx are a lot alike. Phys X is not a complete solution, despite what Nvidia wants to advertise. Have you ever tried to tie your animation rigging into the Physx api ? Its a bitch. You have to use translator programs to pass the data back and forth. Why do you think Nvidia is developing Apex ? It is because none of the people that had to do the animations like me wanted to use Physx because it just wasn't fun. I can load up Havok that has full plugins inside the actual applications, tie that in with the Havok behavior system, add the Havok AI, and apply the cloth simulations and I'm done. No tweaking it for hours on end because the different api from the game engine couldn't agree on a format to pass the data.
Cellfactor had tons of rigid body collisions ? They are nothing special. Now if they did lots and lots of ragdoll physics that would be more interesting.
Anyway , the point is developers don't spend lots of time on anything unless it is going to pay them back. Right now physics isn't that something.