- Jan 16, 2003
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"Havok--the company Intel acquired--was the first to introduce physics into games and bring out a physics library. Havok's physics has been run on the CPU in a time-scheduled way, Peddie said. "Because of that, there weren't many CPU resources to really do a great job on the physics," he said. "Nothing would really happen. What happened, at most, is that you would hit this thing (a window or a wall, for example), and it would apply a decal to indicate that there was some change in it. It's not very realistic." - Jon Peddie
I didn't realize that this was how Havok handles "physics".
This would explain why it runs ok on CPU's. Not much to do.
There is only so much the CPU can do. GPU's IMHO are much more "equipped" to handle severe physics crunching. But this is sort of evident of just about every CUDA application that has been introduced by devs using the SDK's. PhysX is no exception as we have seen a CPU trying to run through PhysX content. Chugga chugga. Stealing most of the CPU cycles that could definitely be used in better places. Time will tell, yes. There's not a lot of time left to wait. Mirrors Edge due out about now, Cryostasis out in Feb. Good Times.
I didn't realize that this was how Havok handles "physics".
This would explain why it runs ok on CPU's. Not much to do.
There is only so much the CPU can do. GPU's IMHO are much more "equipped" to handle severe physics crunching. But this is sort of evident of just about every CUDA application that has been introduced by devs using the SDK's. PhysX is no exception as we have seen a CPU trying to run through PhysX content. Chugga chugga. Stealing most of the CPU cycles that could definitely be used in better places. Time will tell, yes. There's not a lot of time left to wait. Mirrors Edge due out about now, Cryostasis out in Feb. Good Times.